;
[Statedef -3]
;
[State -3,AILvFlagSet]
Type = VarSet
TriggerAll=RoundState<2||(RoundState=2&&ctrl)
TriggerAll=var(59)<1
Trigger1 = Command="AI0"||Command="AI1"||Command="AI2"||Command="AI3"
Trigger2 = Command="AI4"||Command="AI5"||Command="AI6"||Command="AI7"
Trigger3 = Command="AI8"||Command="AI9"||Command="AI10"||Command="AI11" 
Trigger4 = Command="AI12"||Command="AI13"||Command="AI14"||Command="AI15"
Trigger5 = Command="AI16"||Command="AI17"||Command="AI18"||Command="AI19"
Trigger6 = Command="AI20"||Command="AI21"||Command="AI22"||Command="AI23"
Trigger7 = Command="AI24"||Command="AI25"||Command="AI26"||Command="AI27"
Trigger8 = Command="AI28"||Command="AI29"||Command="AI30"||Command="AI31"
Trigger9 = Command="AI32"||Command="AI33"||Command="AI34"||Command="AI35"
Trigger10=command="a"^^command="a2"
Trigger11=command="b"^^command="b2"
Trigger12=command="c"^^command="c2"
Trigger13=command="x"^^command="x2"
Trigger14=command="y"^^command="y2"
Trigger15=command="z"^^command="z2"
Trigger16=command="start"^^command="start2"
Trigger17=command="fwd"^^command="fwd2"
Trigger18=command="back"^^command="back2"
Trigger19=command="up"^^command="up2"
Trigger20=command="down"^^command="down2"
Trigger21= var(59)=0
Trigger21= NumHelper(10000+id)
Trigger21= Helper(10000+id),var(59)>0
Trigger22= 1;TriggerÓGOƏ펞AIN@ł̓CmgȂlAAIϐp
IgNoreHitPause = 1
var(59) = 10;ςĉ@AILv1`11

[State -3,[hI]
Type = VarSet
Trigger1 = var(59)>0
var(58) = 1;   0=GGXX#R  1=GGXX#REX  2=GGXXAC
IgNoreHitPause = 1


[State -3,ComboDebacFlagSet]
Type = VarSet
Trigger1 = 0;var(59)<1
Trigger1 = !fvar(39)
fvar(39) = 1
IgNoreHitPause = 1

[State -3,ComboDebacFlagReset]
Type = VarSet
TriggerAll=!isHelper
Trigger1 = var(59)>0
Trigger1 = fvar(39)
fvar(39) = 0
IgNoreHitPause = 1
[State -2,ComboDebacFlagReset]
Type = VarSet
TriggerAll=!isHelper
Trigger1 = 0
var(50) = 128
IgNoreHitPause = 1

[State -3, AINpwp[]
type=helper
TriggerAll=RoundState<2||(RoundState=2&&ctrl)
trigger1=!NumHelper(10000+id)
trigger1=alive
trigger1=var(59)=0
helpertype=normal
name="AI"
stateno=10000
ID=10000+id
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

[State -3];]vȂƂȂ悤
Type = ChangeState
trigger1= ishelper
trigger1= ishelper(10000+root,id)
trigger1= stateno!=10000
value=10000

[State -3, `[Cg]
type = ChangeState         ;type = nullɂOFF           
value = 190                    
TriggerAll=RoundsExisted=0 
TriggerAll=TeamMode=Turns  
Trigger1 = stateno=5900  

[state -3,E];ʒ[wp[
Type = Helper
Trigger1 = 1;Var(59)>0
Trigger1 = !NumHelper(50000+id)
Helpertype = Normal
Name = "Right"
Postype = right
Facing = -1
Stateno = 50000
ID = 50000+id
Pausemovetime = 0
Persistent = 0
Ignorehitpause = 1
Keyctrl = 0
Ownpal = 1
[State -3];]vȂƂȂ悤
type = changestate
trigger1= ishelper
trigger1= ishelper(50000+root,id)
trigger1= stateno!=50000
value = 50000
[state -3,];ʒ[wp[
Type = Helper
Trigger1 = 1;Var(59)>0
Trigger1 = !NumHelper(60000+id)
Helpertype = Normal
Name = "Left"
Postype = left
Facing = 1
Stateno = 60000
ID = 60000+id
Pausemovetime = 0
Persistent = 0
Ignorehitpause = 1
Keyctrl = 0
Ownpal = 1
[State -3];]vȂƂȂ悤
type = changestate
trigger1= ishelper
trigger1= ishelper(60000+root,id)
trigger1= stateno!=60000
value = 60000

[State -3];ʒ[Aǂ߂H
Type = Varset
TriggerAll=!isHelper
TriggerAll=NumHelper(50000+id)&&NumHelper(60000+id)
Trigger1=(Helper(50000+id),rootDist X)<(Helper(60000+id),rootDist X)
fvar(24) = 1+(facing=-1)*2
IgNoreHitPause = 1

[State -3];ʒ[Aǂ߂H
Type = VarSet
TriggerAll=!isHelper
TriggerAll=NumHelper(50000+id)&&NumHelper(60000+id)
Trigger1=(Helper(50000+id),rootDist X)>(Helper(60000+id),rootDist X)
fvar(24) = 2+(facing=1)*2
IgNoreHitPause = 1
;@1=EE߂@2=߂@3=E߂@4=E߂

[State -3];ʒ[܂ł̋
Type = VarSet
TriggerAll=!isHelper
Trigger1 = NumHelper(50000+id)&&NumHelper(60000+id)
fvar(17) = ifelse((EnemyNear(floor(fvar(18))),facing=1),(helper(60000+id),P2bodydist X),(helper(50000+id),P2bodydist X))
IgNoreHitPause = 1

;
;҂
;
[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=!isHelper
Trigger1 = P2StateType!=A
Trigger2 = P2Name="millia"
Trigger2 = P2StateNo=1500
Trigger3 = P2Name="eddie"
Trigger3 = P2StateNo=1000||P2StateNo=1050||EnemyNear(floor(fvar(18))),NumHelper(1002);||EnemyNear(floor(fvar(18))),NumHelper(1001)
Trigger4 = P2Name="eddie"
Trigger4 = P2StateNo=1800||P2StateNo=1850
Trigger5 = P2Name="eddie"||P2Name="jam"
Trigger5 = P2StateNo=210
Trigger6 = P2Name="johnny"
Trigger6 = (P2StateNo=[1020,1021])||(P2StateNo=[1070,1077])
Trigger7 = P2Name="Aya Syameimaru"
Trigger7 = P2StateNo=804||EnemyNear(floor(fvar(18))),NumHelper(917)
Trigger8 = P2Name="AIHARA NATSUMI"
Trigger8 = P2StateNo=220
Trigger9 = P2Name="Rubber Soul"
Trigger9 = P2StateNo=[400,401]
fvar(38) = 1
IgNoreHitPause = 1

[State -3];iK[hp
Type = VarSet
Triggerall = NumEnemy
TriggerAll=!isHelper
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="muteki"||EnemyNear(floor(fvar(18))),AutHorName="Akutagawa"
Trigger1 = P2StateNo=240
Trigger2 = P2Name!="millia"||P2StateNo!=1500
Trigger2 = P2Name!="eddie"||!(P2StateNo=1000||P2StateNo=1050||P2StateNo=1800||P2StateNo=1850||EnemyNear(floor(fvar(18))),NumHelper(1001)||EnemyNear(floor(fvar(18))),NumHelper(1002))
Trigger2 = P2StateType=A
Trigger3 = P2Name="testament"||P2Name="justice"
Trigger3 = P2StateNo=[205,206]
Trigger4 = P2Name="millia"||P2Name="eddie"||P2Name="potemkin"
Trigger4 = P2StateNo=215
Trigger5 = P2Name="faust"||P2Name="kliff"
Trigger5 = P2StateNo=235
Trigger6 = P2Name="johnny"
Trigger6 = P2StateNo=1500||P2StateNo=3200||(P2StateNo=[3500,3501])||P2StateNo=1400&&EnemyNear(floor(fvar(18))),NumHelper(1401)
Trigger7 = P2Name="order-Sol=Badguy"
Trigger7 = P2StateNo=432
Trigger8 = P2Name="bridget"
Trigger8 = (P2StateNo=[215,216])||P2StateNo=3003
Trigger9 = P2Name="jam"
Trigger9 = P2StateNo=217||P2StateNo=206
Trigger10= P2Name="Sion_Eltnam_Atlasia"
Trigger10= P2StateNo=[240,245]
Trigger11= P2Name="Reimu_Hakurei"
Trigger11= P2StateNo=240
Trigger12= P2Name="SHIN"||P2Name="THOUTHER"||P2Name="REI"
Trigger12= P2StateNo=250
Trigger13= P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger13= P2StateNo=900
Trigger14= P2Name="Geese Howard"
Trigger14= EnemyNear(floor(fvar(18))),AutHorName="Cannon Musume"
Trigger14= P2StateNo=230
Trigger15= P2Name="Remilia_Scarlet"
Trigger15= P2StateNo=230||P2StateNo=240
Trigger16= P2Name="Hong Meirin"
Trigger16= P2StateNo=820
Trigger17= P2Name="Aya Syameimaru"
Trigger17= P2StateNo=[707,708]
Trigger18= P2Name="Marisa Kirisame"
Trigger18= P2StateNo=1000
Trigger19= P2Name="Sakuya Izayoi"
Trigger19= P2StateNo=210||P2StateNo=400||P2StateNo=410||P2StateNo=530
Trigger20= P2Name="Yakumo Yukari"
Trigger20= P2StateNo=[2000,2020]
Trigger21= P2Name="Alice Margatroid"
Trigger21= P2StateNo=240
Trigger22= P2Name="Suika Ibuki"
Trigger22= P2StateNo=[707,708]
Trigger23= P2Name="Reimu_Hakurei"
Trigger23= P2StateNo=240
Trigger24= P2Name="siteittene"
Trigger24= P2StateNo=600
Trigger25= P2Name="Youmu_Konpaku"
Trigger25= P2StateNo=201||P2StateNo=205||P2StateNo=206||P2StateNo=252||P2StateNo=452||P2StateNo=700||P2StateNo=1001
Trigger26= P2Name="cvsryu"||P2Name="cvsken"||P2Name="cvsryo"||P2Name="cvssakura"||P2Name="cvsyun"||P2Name="cvsyuri"
Trigger26= P2StateNo=300
Trigger27= P2Name="cvsyamazaki"
Trigger27= P2StateNo=300||P2StateNo=1400
Trigger28= P2Name="Ash"
Trigger28= P2StateNo=310
Trigger29= P2Name="Jedah"
Trigger29= P2StateNo=250
Trigger30= P2Name="Bulleta SXP"
Trigger30= P2StateNo=241
Trigger31= P2Name="A.B.A"
Trigger31= P2StateNo=1200||P2StateNo=1500||P2StateNo=3050
Trigger32= P2Name="ROBO-KY MK-U"||P2Name="ROBO-KY1"||P2Name="ROBO-KY3"
Trigger32= P2StateNo=850||P2StateNo=1500
Trigger33= P2Name="Red_Arcueid"
Trigger33= P2StateNo=218
Trigger34= P2Name="Magaki"
Trigger34= P2StateNo=310||P2StateNo=1320||EnemyNear(floor(fvar(18))),NumHelper(1321)
Trigger35= Enemy(0),Name="Magaki"
Trigger35= Enemy(0),NumHelper(1321)
Trigger36= numenemy=2
Trigger36= Enemy(1),Name="Magaki"
Trigger36= Enemy(1),NumHelper(1321)
Trigger37= P2Name="cvskyo"||P2Name="cvskyo_ex"
Trigger37= P2StateNo=310||P2StateNo=1300
Trigger38= P2Name="chipp"
Trigger38= P2StateNo=1320
Trigger39= P2Name="JAGI"
Trigger39= P2StateNo=1200||P2StateNo=220||P2StateNo=245
Trigger40= P2Name="Patchouli_Knowledge"
Trigger40= P2StateNo=200||P2StateNo=700||P2StateNo=1000
Trigger41= P2Name="Maori"
Trigger41= P2StateNo=205||(P2StateNo=[1199,1200])
Trigger42= P2Name="Wolfgang Krauser"
Trigger42= EnemyNear(floor(fvar(18))),NumprojID(1000)
Trigger43= P2Name="blackpolnareff"
Trigger43= P2StateNo=1260||P2StateNo=1265
Trigger44= P2Name="Ky=kiske"
Trigger44= P2StateNo=10240
Trigger45= P2Name="Kohaku"
Trigger45= P2StateNo=1105
Trigger46= P2Name="Yumiduka_Satsuki"
Trigger46= P2StateNo=1002
Trigger47= P2Name="Len"
Trigger47= P2StateNo=1050
Trigger48= P2Name="Arima_Miyako"
Trigger48= P2StateNo=1310
Trigger49= P2Name="Hisui"
Trigger49= P2StateNo=275
Trigger50= P2Name="Akiha_Vermilion"
Trigger50= P2StateNo=240
Trigger51= P2Name="Warachia"
Trigger51= P2StateNo=1600
Trigger52= EnemyNear(floor(fvar(18))),AutHorName="Orochi Herman"
Trigger52= P2Name="Shadow DIO"
Trigger52= P2StateNo=205||P2StateNo=225||P2StateNo=245||P2StateNo=1300
Trigger53= P2Name="Fiona"
Trigger53= P2StateNo=9212
Trigger54= P2Name="Daigo Hotta"
Trigger54= P2StateNo=241||P2StateNo=1400||P2StateNo=1500
Trigger55= P2Name="burai yamamoto"
Trigger55= P2StateNo=260||P2StateNo=2000||P2StateNo=3000||P2StateNo=1215
Trigger56= P2Name="SLAYER"
Trigger56= P2StateNo=1045
Trigger57= P2Name="THOUTHER"
Trigger57= P2StateNo=2200
Trigger58= P2Name="zappa"
Trigger58= P2StateNo=1300||P2StateNo=1500||P2StateNo=240||P2StateNo=500
Trigger59= P2Name="Keiji"||P2Name="Date Masamune"
Trigger59= P2StateNo=250
Trigger60= P2Name="Mouri Motonari"
Trigger60= P2StateNo=250||(P2StateNo=[1230,1231])
Trigger61= P2Name="oichi"
Trigger61= P2StateNo=300||(P2StateNo=[1350,1380])
Trigger62= P2Name="Mr.HEART"
Trigger62= P2StateNo=300||P2StateNo=440
Trigger63= NumHelper(780+id)>0
Trigger63= P2StateNo=(Helper(780+id),var(40))||P2StateNo=(Helper(780+id),var(41))
Trigger64= P2Name="Nanaya_Shiki"
Trigger64= P2StateNo=217||P2StateNo=230
Trigger65= P2Name="Tohno_Shiki"
Trigger65= P2StateNo=217
Trigger66= P2Name="Nayuki Minase"
Trigger66= P2StateNo=1020
Trigger67= P2Name="Maxime"
Trigger67= (EnemyNear(floor(fvar(18))),StateNo=[201,203])||EnemyNear(floor(fvar(18))),StateNo=210||EnemyNear(floor(fvar(18))),StateNo=223
Trigger68= P2Name="HAKUREI"
Trigger68= EnemyNear(floor(fvar(18))),StateNo=235||EnemyNear(floor(fvar(18))),StateNo=240||EnemyNear(floor(fvar(18))),StateNo=11131||EnemyNear(floor(fvar(18))),NumProjID(6301)>0
Trigger69= P2Name="Rouga_Zanma"
Trigger69= P2StateNo=241
Trigger70= P2Name="anna"||P2Name="henri"
Trigger70= P2StateNo=230
Trigger71= P2Name="another blood"
Trigger71= P2StateNo=1100&&Enemy(floor(fvar(18))),var(5)=0||Enemy(floor(fvar(18))),StateNo=1110
Trigger72= P2Name="Ren_Idagawa"
Trigger72= P2StateNo=230
Trigger73= P2Name="Kendo&Kyudo"
Trigger73= P2StateNo=1040
Trigger74= P2Name="Burai_Yamamoto"
Trigger74= P2StateNo=270
Trigger75= P2Name="Hanny"
Trigger75= P2StateNo=1000
fvar(38) = 2
IgNoreHitPause = 1

[State -3];K[hs\p()
Type = VarSet
Triggerall = NumEnemy
TriggerAll=!isHelper
Trigger1 = EnemyNear(floor(fvar(18))),HitDefAttr=SCA,AT
Trigger2 = 1;EnemyNear(floor(fvar(18))),AutHorName="muteki"||EnemyNear(floor(fvar(18))),AutHorName="Akutagawa"||EnemyNear(floor(fvar(18))),AutHorName="Hh"||EnemyNear(floor(fvar(18))),AutHorName="Phantom.of.the.Server"||1
Trigger2 = P2StateNo=[800,805]
Trigger3 = EnemyNear(floor(fvar(18))),AutHorName="GM"||EnemyNear(floor(fvar(18))),AutHorName="H"||EnemyNear(floor(fvar(18))),AutHorName="jin"||EnemyNear(floor(fvar(18))),AutHorName="Ahuron"
Trigger3 = P2StateNo=800
Trigger4 = EnemyNear(floor(fvar(18))),AutHorName="Warusaki3"
Trigger4 = P2StateNo=900
Trigger5 = P2Name="eddie"||P2Name="may"
Trigger5 = P2StateNo=1300
Trigger6 = P2Name="SLAYER"
Trigger6 = P2StateNo=1200||P2StateNo=1300
Trigger7 = P2Name="order-Sol=Badguy"||P2Name="faust"
Trigger7 = P2StateNo=1500
Trigger8 = P2Name="jam"
Trigger8 = P2StateNo=2500
Trigger9 = P2Name="sol"
Trigger9 = P2StateNo=1600
Trigger10= P2Name="johnny"
Trigger10= EnemyNear(floor(fvar(18))),var(49)
Trigger10= P2StateNo=[1000,1099]
Trigger11= P2Name="wind"
Trigger11= P2StateNo=[7600,7601]
Trigger12= P2Name="Shin Gouki"||P2Name="Ryu"||P2Name="Morrigan Aensland"||P2Name ="Sakura Kasugano"
Trigger12= P2StateNo=4000
Trigger13= P2Name="Yuri Sakazaki"||P2Name="cvsgouki"||P2Name="cvsryu"||P2Name="cvssakura"
Trigger13= P2StateNo=3300
Trigger14= P2Name="cvsg_rugal"||P2Name="cvsrugal"
Trigger14= P2StateNo=3200
Trigger15= P2Name="Gouki"
Trigger15= P2StateNo=3600||P2StateNo=1700
Trigger16= P2Name="Kaori Misaka"
Trigger16= P2StateNo=20080||P2StateNo=20060
Trigger17= P2Name="Evil Ken"
Trigger17= P2StateNo=3890
Trigger18= P2Name="Kohaku"
Trigger18= P2StateNo=1300||P2StateNo=[2050,2051]
Trigger19= P2Name="Omega Goenitz"
Trigger19= P2StateNo=3150
Trigger20= P2Name="RUGAL"
Trigger20= P2StateNo=2550||P2StateNo=2500
Trigger21= P2Name="cvszangief"
Trigger21= P2StateNo=820||P2StateNo=1300||P2StateNo=1450||P2StateNo=1520||P2StateNo=1620||P2StateNo=1750||P2StateNo=1850||P2StateNo=3150||P2StateNo=3050||P2StateNo=3250
Trigger22= P2Name="cvsyamazaki"
Trigger22= P2StateNo=1300
Trigger23= P2Name="cvsbenimaru"
Trigger23= P2StateNo=1400||P2StateNo=3200
Trigger24= P2Name="cvstodo"
Trigger24= P2StateNo=1200
Trigger25= P2Name="cvsrock"
Trigger25= P2StateNo=1500
Trigger26= P2Name="cvsvice"
Trigger26= P2StateNo=1000||P2StateNo=1300||P2StateNo=1400||P2StateNo=3100||P2StateNo=[3000,3001]
Trigger27= P2Name="Hugo"
Trigger27= P2StateNo=1000||P2StateNo=1010||P2StateNo=1020||P2StateNo=1100||P2StateNo=1110||P2StateNo=1120||P2StateNo=1200||P2StateNo=1210||P2StateNo=1220||P2StateNo=1300||P2StateNo=1310||P2StateNo=1320||P2StateNo=3000||P2StateNo=3100
Trigger28= P2Name="Alex";{bI
Trigger28= P2StateNo=1000||P2StateNo=1010||P2StateNo=1020||P2StateNo=1500||P2StateNo=1510||P2StateNo=1520||P2StateNo=3000
Trigger29= P2Name="Yumiduka_Satsuki"
Trigger29= P2StateNo=1101||P2StateNo=1111||P2StateNo=1310||P2StateNo=2400||P2StateNo=3000||P2StateNo=3050
Trigger30= P2Name="Kishima_kouma"
Trigger30= P2StateNo=230||P2StateNo=1000||P2StateNo=1050||P2StateNo=2000||P2StateNo=3000||P2StateNo=3100
Trigger31= P2Name="JAGI"
Trigger31= EnemyNear(floor(fvar(18))),AutHorName="Drowin hokuto"
Trigger31= P2StateNo=1000||P2StateNo=2000
Trigger32= P2Name="cvsyun"
Trigger32= P2StateNo=1400
Trigger33= P2Name="Magaki"
Trigger33= P2StateNo=1100||P2StateNo=1150||P2StateNo=2100
Trigger34= P2Name="Nanaya_Shiki"
Trigger34= P2StateNo=1120
Trigger35= P2Name="Akiha_Vermilion"
Trigger35= P2StateNo=3000
Trigger36= P2Name="Shadow DIO"
Trigger36= P2StateNo=[2100,2101]
Trigger37= P2Name="AIHARA NATSUMI"
Trigger37= P2StateNo=380||P2StateNo=350
Trigger38= P2Name="AL AZIF"
Trigger38= P2StateNo=480||P2StateNo=350||P2StateNo=353||P2StateNo=354||P2StateNo=370||P2StateNo=380
Trigger39= P2Name="dizzy"
Trigger39= P2StateNo=3100
Trigger40= P2Name="Fiona"
Trigger40= P2StateNo=9858
Trigger41= P2Name="potemkin"
Trigger41= P2StateNo=1000||P2StateNo=1600
Trigger42= P2Name="Keiji"
Trigger42= P2StateNo=1300
Trigger43= P2Name="Mr.HEART"
Trigger43= P2StateNo=3100
Trigger44= P2Name="kira"
Trigger44= P2StateNo=3000||P2StateNo=1000||P2StateNo=1050||P2StateNo=1060||P2StateNo=800||P2StateNo=810||P2StateNo=860||(P2StateNo=[1400,1402])
Trigger45= P2Name="ROBO-KY1"
Trigger45= P2StateNo=1400
Trigger46= NumHelper(780+id)>0
Trigger46= P2StateNo=Helper(780+id),var(42)||P2StateNo=Helper(780+id),var(43)
Trigger47= P2Name="JAGI"
Trigger47= EnemyNear(floor(fvar(18))),AutHorName="Ahuron"
Trigger47= P2StateNo=850||P2StateNo=300||P2StateNo=1700||P2StateNo=2200
fvar(38) = 3
IgNoreHitPause = 1

[State -3];K[hs\p(ȊO)
Type = VarSet
Triggerall = NumEnemy
TriggerAll=!isHelper
Trigger1= P2Name="Nanaya_Shiki"
Trigger1= P2StateNo=3050
Trigger2= P2Name="Nrvnqsr_Chaos"
Trigger2= P2StateNo=[3000,3052]
Trigger3= P2Name="Fiona"||P2Name="Saki"
Trigger3= (P2StateNo=[9230,9232])||(P2StateNo=[9425,9429])
Trigger4= P2Name="Maori"
Trigger4= (P2StateNo=[225,226])||(P2StateNo=[425,426])
Trigger5= P2Name="Tohno_Shiki"
Trigger5= P2StateNo=230||(P2StateNo=[3000,3050])
fvar(38) = 3
IgNoreHitPause = 1

[State -3];tOZbg
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=!isHelper
;Trigger1 = EnemyNear(floor(fvar(18))),ctrl||EnemyNear(floor(fvar(18))),MoveType=H
Trigger1 = fvar(34)=1
fvar(34) = 0
IgNoreHitPause = 1

[State -3];薳G SG
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=!isHelper
Trigger1 = 0;P2StateNo=105
Trigger2 = P2Name="cvsrugal"||P2Name="cvsg_rugal"
Trigger2 = P2StateNo=1800
Trigger3 = P2Name="cvsgouki"||P2Name="cvsgouki_ex"||P2Name="cvsgouki_normal"
Trigger3 = P2StateNo=1500
Trigger4 = P2Name="cvsryu"||P2Name="cvsryu_ex"||P2Name="cvsryu_normal"||P2Name="Shin Gouki"||P2Name="Ryu"
Trigger4 = P2StateNo=1400
Trigger5 = P2Name="Evil Ken"||P2Name="Evil Ryu"||P2Name="Evil Dan"
Trigger5 = P2StateNo=[3960,3971]
Trigger6 = P2Name="Konoha"
Trigger6 = P2StateNo=1200||P2StateNo=1220||P2StateNo=1610
Trigger7 = P2Name="jam"
Trigger7 = P2StateNo=[1310,1311]
Trigger8 = P2Name="eddie"
Trigger8 = P2StateNo=1101
Trigger9 = P2Name="TOKI-(NERICYA)"
Trigger9 = (P2StateNo=[1210,1250])||(P2StateNo=[1300,1600])
Trigger10= P2Name="OGRE"
Trigger10= P2StateNo=[980,991]
Trigger11= EnemyNear(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger11= P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger11= P2StateNo=1253
Trigger12= P2Name="General"
Trigger12= P2StateNo=[1000,1012]
Trigger13= P2Name="Omega Goenitz"
Trigger13= P2StateNo=900||P2StateNo=1000||P2StateNo=3100
Trigger14= P2Name="Reimu_Hakurei"
Trigger14= P2StateNo=3021||P2StateNo=3026
Trigger15= 0;P2Name="SHIN"
Trigger15= 0;P2StateNo=2400||P2StateNo=2050||(P2StateNo=2000&&EnemyNear(floor(fvar(18))),Time<99)||(var(58)&&StateNo=1400)
Trigger16= P2Name="Marisa Kirisame"
Trigger16= (P2StateNo=901)||(P2StateNo=[2010,2011])||(P2StateNo=[2020,2021])||P2StateNo=2030||(P2StateNo=[2040,2042])||P2StateNo=910
Trigger17= P2Name="Reimu_Hakurei"
Trigger17= P2StateNo=3020||EnemyNear(floor(fvar(18))),Var(12)=3021&&P2StateNo=119||P2StateNo=3022||(P2StateNo=[3040,3041])||P2StateNo=3051
Trigger18= P2Name="Remilia_Scarlet"
Trigger18= P2StateNo=119||P2StateNo=1001&&EnemyNear(floor(fvar(18))),MoveContact||P2StateNo=1012&&EnemyNear(floor(fvar(18))),MoveContact||(P2StateNo=[3030,3031])||P2StateNo=3051
Trigger19= P2Name="Youmu_Konpaku"
Trigger19= P2StateNo=3100||P2StateNo=710
Trigger20= P2Name="kliff"
Trigger20= P2StateNo=1500
Trigger21= P2Name="Jedah"
Trigger21= P2StateNo=500||P2StateNo=810||EnemyNear(floor(fvar(18))),Time<14&&(P2StateNo=1300||P2StateNo=2300)
Trigger22= P2Name="Izayoi Sakuya Brando"
Trigger22= P2StateNo=2380||P2StateNo=881||P2StateNo=4200&&EnemyNear(floor(fvar(18))),Time<31||P2StateNo=1999&&EnemyNear(floor(fvar(18))),Time<21
Trigger23= P2Name="IGNIZ"
Trigger23= P2StateNo=[2100,2101]
Trigger24= P2Name="ZERO"
Trigger24= P2StateNo=[3020,3021]
Trigger25= P2Name="ORIGINAL ZERO"
Trigger25= P2StateNo=[3100,3110]
Trigger26= P2Name="Patchouli"
Trigger26= P2StateNo=901||(P2StateNo=[1020,1021])||P2StateNo=1160|P2StateNo=910
Trigger27= P2Name="Aya Syameimaru"
Trigger27= P2StateNo=1201||P2StateNo=1400||P2StateNo=1500
Trigger28= P2Name="Youmu_Konpaku"
Trigger28= P2StateNo=3100||P2StateNo=710
Trigger29= P2Name="Suika Ibuki"
Trigger29= P2StateNo=[1300,1321]
Trigger30= P2Name ="Hulk"
Trigger30= P2StateNo=66||(P2StateNo=[940,942])
Trigger31= P2Name="Sakuya Izayoi"
Trigger31= P2StateNo=750
Trigger32= P2Name="Yakumo Yukari"
Trigger32= (P2StateNo=[3000,3002])||(P2StateNo=[3010,3012])
Trigger33= P2Name="Evil Dan"
Trigger33= (P2StateNo=[3960,3962])||(P2StateNo=[3970,3972])||(P2StateNo=[3980,3982])||(P2StateNo=[3990,3992])
Trigger34= P2Name="Strider_Hiryu"
Trigger34= (P2StateNo=[3040,3041])||(P2StateNo=[7800,7801])||((P2StateNo=[7610,7620])&&(EnemyNear(floor(fvar(18))),Time=[1,10]))
Trigger35= P2Name="White_Len"||P2Name="White_Len(CPU)"
Trigger35= P2StateNo=1400||P2StateNo=1410||P2StateNo=1450
Trigger36= P2Name="Nanaya_Shiki"
Trigger36= P2StateNo=3000||P2StateNo=3050
Trigger37= P2Name="New Nakoruru"
Trigger37=(P2StateNo=[60,61])||(P2StateNo=[65,67])||(P2StateNo=[3020,3070])||(P2StateNo=[3113,3140])||(P2StateNo=[3210,3240])
Trigger38= EnemyNear(floor(fvar(18))),AutHorName="Orochi Herman"
Trigger38= P2Name="Shadow DIO"
Trigger38= P2StateNo=105||(P2StateNo=1200&&(EnemyNear(var(57)),Time=[1,30]))
Trigger39= P2Name="Buront"
Trigger39= P2StateNo=701||P2StateNo=4321||P2StateNo=24000||P2StateNo=1400||P2StateNo=1420
Trigger40= EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger40= P2StateNo=700&&(EnemyNear(floor(fvar(18))),Anim=700&&AnimElemTime(7)<0||EnemyNear(floor(fvar(18))),Anim!=700)
Trigger41= P2Name="THOUTHER"
Trigger41= P2StateNo=2200&&EnemyNear(floor(fvar(18))),time<=120||P2StateNo=2150||(P2StateNo=[2100,2101])
Trigger42= EnemyNear(floor(fvar(18))),AutHorName="Warusaki3"
Trigger42= P2StateNo=5201
Trigger43= EnemyNear(floor(fvar(18))),AutHorName="kikurage"
Trigger43= P2Name="Shadow Dio"
Trigger43= (P2StateNo=[3000,3001])||(P2StateNo=3100&&(EnemyNear(var(57)),Time=[1,20]))
Trigger44= EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger44= (P2StateNo=[3000,3050])
Trigger45= EnemyNear(floor(fvar(18))),Name="SLAYER"
Trigger45= EnemyNear(floor(fvar(18))),var(35)>0
Trigger46= EnemyNear(floor(fvar(18))),Name="jam"
Trigger46= EnemyNear(floor(fvar(18))),var(34)>0
Trigger47= P2Name="Rouga_Zanma"
Trigger47= P2StateNo=2100&&EnemyNear(floor(fvar(18))),Animtime<-16
Trigger48= P2Name="Kanna"
Trigger48= (P2StateNo=[6000,6001])||(P2StateNo=[6010,6011])||P2StateNo=6100||(P2StateNo=[7000,7006])
Trigger49= P2Name="Mai Kawasumi"
Trigger49= (P2StateNo=6100||P2StateNo=6110||P2StateNo=6120)&&EnemyNear(floor(fvar(18))),AnimElemTime(3)<10||P2StateNo=7300&&EnemyNear(floor(fvar(18))),time<50
Trigger50= P2Name="UNKNOWN"
Trigger50= P2StateNo=100||P2StateNo=1100&&EnemyNear(floor(fvar(18))),time<33
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=!isHelper
TriggerAll=P2Name="cvsken"
Trigger1 = P2StateNo=1100
Trigger1 = EnemyNear(floor(fvar(18))),Time<6
Trigger2 = P2StateNo=1800
Trigger2 = EnemyNear(floor(fvar(18))),AnimElemTime(7)<0
Trigger3 = P2StateNo=3000||P2StateNo=3100||P2StateNo=3300
Trigger3 = EnemyNear(floor(fvar(18))),Time<ifelse(!EnemyNear(floor(fvar(18))),var(5),53,ifelse(EnemyNear(floor(fvar(18))),var(5)=1,59,64))
Trigger4 = P2StateNo=3200
Trigger4 = EnemyNear(floor(fvar(18))),Time<64
Trigger5 = P2StateNo=3400
Trigger5 = EnemyNear(floor(fvar(18))),Time<73
Trigger6 = P2StateNo=3401||P2StateNo=3405
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=!isHelper
TriggerAll=NumEnemy
TriggerAll=P2Name="johnny"
Trigger1 = P2StateNo=3000
Trigger1 = EnemyNear(floor(fvar(18))),AnimElemTime(5)<2
Trigger2 = P2StateNo=3200
Trigger2 = EnemyNear(floor(fvar(18))),AnimElemTime(6)<2
Trigger3 = P2StateNo=3500
Trigger3 = EnemyNear(floor(fvar(18))),AnimElemTime(11)<0
Trigger4 = P2StateNo=1500
Trigger4 = EnemyNear(floor(fvar(18))),AnimElemTime(7)<0
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=!isHelper
TriggerAll=NumEnemy
TriggerAll=P2Name="SHIN"
Trigger1 = P2StateNo=2400
Trigger2 = P2StateNo=2050
Trigger3 = P2StateNo=2000
Trigger3 = EnemyNear(floor(fvar(18))),Time<97
Trigger4 = P2StateNo=1400
Trigger4 = EnemyNear(floor(fvar(18))),Time<15
Trigger5 = P2StateNo=1100
Trigger5 = EnemyNear(floor(fvar(18))),var(5)<2
Trigger5 = EnemyNear(floor(fvar(18))),Time<(9+(EnemyNear(floor(fvar(18))),var(58)>0)*11)
Trigger6 = EnemyNear(floor(fvar(18))),var(58)>1
Trigger6 = StateNo=290||P2StateNo=1400||P2StateNo=1500||P2StateNo=1100||P2StateNo=2000||Anim!=[1500,1502]
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=!isHelper
TriggerAll=NumEnemy
TriggerAll=P2Name="BRIDGET"
Trigger1 = (P2StateNo=1200||P2StateNo=1250)
Trigger1 = EnemyNear(floor(fvar(18))),Time<16
Trigger2 = P2StateNo=1590
Trigger2 = EnemyNear(floor(fvar(18))),AnimElemTime(12)<4
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=!isHelper
TriggerAll=NumEnemy
TriggerAll=P2Name="sol"
Trigger1 = EnemyNear(floor(fvar(18))),AnimElemTime(5)<0
Trigger1 = P2StateNo=1200
Trigger2 = EnemyNear(floor(fvar(18))),AnimElemTime(2)<0
Trigger2 = P2StateNo=1300
Trigger3 = P2StateNo=1100
Trigger4 = P2StateNo=1150
Trigger5 = P2StateNo=1110
Trigger6 = P2StateNo=1160
Trigger7 = P2StateNo=2100
Trigger8 = P2StateNo=2110
Trigger9 = EnemyNear(floor(fvar(18))),AnimElemTime(7)<0
Trigger9 = P2StateNo=3000
Trigger10= EnemyNear(floor(fvar(18))),AnimElemTime(27)<1
Trigger10= P2StateNo=3100
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=!isHelper
TriggerAll=NumEnemy
TriggerAll=P2Name="Ky=kiske"
Trigger1 = EnemyNear(floor(fvar(18))),Time<9
Trigger1 = (P2StateNo=1300||P2StateNo=1360||P2StateNo=1375)
Trigger2 = EnemyNear(floor(fvar(18))),Time<15
Trigger2 = P2StateNo=1350
Trigger3 = EnemyNear(floor(fvar(18))),Time<11
Trigger3 = (P2StateNo=1370||P2StateNo=1320)
Trigger4 = EnemyNear(floor(fvar(18))),Time<56
Trigger4 = (P2StateNo=3000||P2StateNo=3100||P2StateNo=3300||P2StateNo=3350||P2StateNo=3600)
Trigger5 = EnemyNear(floor(fvar(18))),Time<44
Trigger5 = (P2StateNo=3200||P2StateNo=3800||P2StateNo=3400)
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=!isHelper
TriggerAll=NumEnemy
TriggerAll=P2Name="Ash"
Trigger1 = EnemyNear(floor(fvar(18))),AnimElemtime(3)<0
Trigger1 = (P2StateNo=[1100,1101])
Trigger2 = EnemyNear(floor(fvar(18))),AnimElemtime(4)<0
Trigger2 = (P2StateNo=[1150,1151])
Trigger3 = EnemyNear(floor(fvar(18))),Time<31
Trigger3 = P2StateNo=2000
Trigger4 = EnemyNear(floor(fvar(18))),Time<37
Trigger4 = P2StateNo=2100
Trigger5 = P2StateNo=3000
Trigger6 = EnemyNear(floor(fvar(18))),AnimElemtime(13)<0
Trigger6 = P2StateNo=3100
Trigger7 = EnemyNear(floor(fvar(18))),Time<31
Trigger7 = P2StateNo=3300
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=!isHelper
TriggerAll=NumEnemy
TriggerAll=P2Name="Ryu"
Trigger1 = EnemyNear(floor(fvar(18))),AnimElemtime(4)<0
Trigger1 = ((P2StateNo=[1100,1110])||P2StateNo=3040||P2StateNo=3120)
Trigger2 = EnemyNear(floor(fvar(18))),AnimElemtime(7)<0
Trigger2 = (P2StateNo=3000||P2StateNo=3100||P2StateNo=3160)
Trigger3 = EnemyNear(floor(fvar(18))),AnimElemtime(10)<0
Trigger3 = P2StateNo=3140
Trigger4 = EnemyNear(floor(fvar(18))),AnimElemtime(15)<0
Trigger4 = P2StateNo=3180
Trigger5 = EnemyNear(floor(fvar(18))),AnimElemtime(3)<0
Trigger5 = P2StateNo=3020
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=!isHelper
TriggerAll=NumEnemy
TriggerAll=P2Name="Aoko Aozaki"
Trigger1 = EnemyNear(floor(fvar(18))),Time<74
Trigger1 = P2StateNo=1100
Trigger2 = Anim=1120||Anim=1121&&EnemyNear(floor(fvar(18))),Time<146
Trigger2 = P2StateNo=1120
Trigger3 = EnemyNear(floor(fvar(18))),Time<124
Trigger3 = P2StateNo=1200
Trigger4 = EnemyNear(floor(fvar(18))),Time<6
Trigger4 = P2StateNo=1022
Trigger5 = EnemyNear(floor(fvar(18))),Time<8
Trigger5 = P2StateNo=1037||P2StateNo=1042||P2StateNo=1062||P2StateNo=1072||P2StateNo=1082||P2StateNo=1092
Trigger6 = P2StateNo=105
Trigger6 = EnemyNear(floor(fvar(18))),Time>7
Trigger7 = P2StateNo=801||P2StateNo=806||P2StateNo=811
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳GorS̓gorZ
Type = VarSet
TriggerAll=!isHelper
TriggerAll=NumEnemy
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="Warusaki3"
Trigger1 = P2StateNo=900
Trigger2 = P2Name="testament"
Trigger2 = P2StateNo=1300
Trigger3 = P2Name="dio"
Trigger3 = P2StateNo=1200||P2StateNo=1400||P2StateNo=800
Trigger4 = P2Name="Dragon Claw"
Trigger4 = (P2StateNo=[1300,1301])||(P2StateNo=[1310,1311])||(P2StateNo=[1320,1321])
Trigger5 = P2Name="cvstodo"
Trigger5 = P2StateNo=3100
Trigger6 = P2Name="Remy"
Trigger6 = P2StateNo=3200
Trigger7 = P2Name="joseph"
Trigger7 = P2StateNo=1020
Trigger8 = P2Name="Ella"
Trigger8 = P2StateNo=10004||P2StateNo=10006||P2StateNo=10008
Trigger9 = P2Name="Dhalsim with clones"
Trigger9 = P2StateNo=1600
Trigger10= P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger10= P2StateNo=1300
Trigger11= P2Name="Izayoi Sakuya Brando"
Trigger11= P2StateNo=1820
Trigger12= P2Name="Ash"
Trigger12= P2StateNo=700||P2StateNo=710
Trigger13= EnemyNear(floor(fvar(18))),AutHorName="Phantom.of.the.Server"
Trigger13= P2StateNo=720||P2StateNo=710
Trigger14= P2Name="IGNIZ"
Trigger14= P2StateNo=900||P2StateNo=910
Trigger15= P2Name="goenitz"
Trigger15= P2StateNo=900||P2StateNo=920
Trigger16= P2Name="BRIDGET"
Trigger16= P2StateNo=3200
Trigger16= EnemyNear(floor(fvar(18))),AnimElemTime(5)<1
Trigger17= P2Name="jotaro"
Trigger17= P2StateNo=300
Trigger18= P2Name="SHIN"
Trigger18= EnemyNear,var(51)
Trigger19= P2Name="Tin's Leona"
Trigger19= P2StateNo=500||P2StateNo=510||P2StateNo=3999
Trigger20= P2Name="Ralf Jones"
Trigger20= P2StateNo=810||P2StateNo=815
Trigger21= EnemyNear(floor(fvar(18))),AutHorName="Orochi Herman"
Trigger21= P2Name="Shadow DIO"
Trigger21= P2StateNo=270
Trigger22= EnemyNear(floor(fvar(18))),AutHorName="kikurage"
Trigger22= P2Name="Shadow Dio"
Trigger22= P2StateNo=10000
Trigger23= P2Name="may"
Trigger23= P2StateNo=1400
Trigger24= P2Name="axl"
Trigger24= (P2StateNo=[1200,1205])||P2StateNo=1300
Trigger25= P2Name="Mr.HEART"
Trigger25= P2StateNo=1100
Trigger26= P2Name="Sayuri Kurata"
Trigger26= P2StateNo=1300
Trigger27= P2Name="Maxime"
Trigger27= EnemyNear(floor(fvar(18))),StateNo=213||EnemyNear(floor(fvar(18))),StateNo=209
Trigger28= P2Name="AIHARA NATSUMI"
Trigger28= P2StateNo=380
Trigger29= P2Name="blackpolnareff"
Trigger29= P2StateNo=1300
Trigger30= EnemyNear(floor(fvar(18))),Name="another blood"
Trigger30= EnemyNear(floor(fvar(18))),StateNo=1300||EnemyNear(floor(fvar(18))),StateNo=1310||EnemyNear(floor(fvar(18))),StateNo=1320
Trigger31= P2Name="UNKNOWN"
Trigger31= P2StateNo=[6200,6220]
fvar(38) = -1
IgNoreHitPause = 1

[State -3];薳G-gioriG
Type = VarSet
TriggerAll=!isHelper
TriggerAll=NumEnemy
Trigger1 = P2Name="justice"
Trigger1 = P2StateNo=1100
Trigger2 = P2Name="Geese Howard"
Trigger2 = EnemyNear(floor(fvar(18))),AutHorName="Cannon Musume"
Trigger2 = P2StateNo=1400
Trigger3 = EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger3 = P2StateNo=900
Trigger4 = P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger4 = P2StateNo=900||P2StateNo=950
Trigger5 = P2Name="cvsgeese"
Trigger5 = P2StateNo=1300
Trigger6 = P2Name="cvsrock"
Trigger6 = P2StateNo=1300
Trigger7 = P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger7 = P2StateNo=1400
Trigger8 = P2Name="Ella"
Trigger8 = P2StateNo=10001
Trigger9 = P2Name="Abe"
Trigger9 = P2StateNo=1100
Trigger10= P2Name="Oswald"||P2Name="Oniwarud"
Trigger10= P2StateNo=1500
Trigger11= P2Name="cvsingrid"
Trigger11= P2StateNo=1300
Trigger12= P2Name="dio"
Trigger12= P2StateNo=1400
Trigger13= EnemyNear(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger13= P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger13= P2StateNo=900
Trigger14= EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger14= P2StateNo=[900,902]
Trigger15= P2Name="Konoha"
Trigger15= P2StateNo=1700
fvar(38) = -2
IgNoreHitPause = 1

[State -3];薳G蓖gii
Type = VarSet
TriggerAll=!isHelper
TriggerAll=NumEnemy
Trigger1 = P2Name="cvsgeese"
Trigger1 = P2StateNo=1400
Trigger2 = P2Name="Geese Howard"
Trigger2 = EnemyNear(floor(fvar(18))),AutHorName="Cannon Musume"
Trigger2 = P2StateNo=1450
Trigger3 = P2Name="Date Masamune"
Trigger3 = P2StateNo=1400
fvar(38) = -3
IgNoreHitPause = 1

[State -3];薳G蓖gi
Type = VarSet
TriggerAll=!isHelper
TriggerAll=NumEnemy
Trigger1 = P2Name="cvsgeese"
Trigger1 = P2StateNo=1500
Trigger2 = P2Name="Geese Howard"
Trigger2 = EnemyNear(floor(fvar(18))),AutHorName="Cannon Musume"
Trigger2 = P2StateNo=1500
Trigger3 = EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger3 = P2StateNo=920
Trigger4 = P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger4 = P2StateNo=1500
Trigger5 = P2Name="Abe"
Trigger5 = P2StateNo=1110
Trigger6 = P2Name="cvsingrid"
Trigger6 = P2StateNo=1350
Trigger7 = EnemyNear(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger7 = P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger7 = P2StateNo=910
Trigger8 = EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger8 = P2StateNo=[910,912]
fvar(38) = -4
IgNoreHitPause = 1

[State -3];薳G 󓊂GȂ
Type = VarSet
TriggerAll=!isHelper
TriggerAll=NumEnemy
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger1 = P2StateNo=750||(P2StateNo=5090&&EnemyNear(floor(fvar(18))),vel y<=0)
Trigger2 = P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger2 = P2StateNo=1600
Trigger4 = EnemyNear(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger4 = P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger4 = P2StateNo=920
Trigger5 = EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger5 = P2StateNo=[920,922]
Trigger6 = P2Name="Kohaku"
Trigger6 = (P2StateNo=[2200,2260])||(P2StateNo=[1200,1260])
Trigger7 = NumHelper(780+id)>0
Trigger7 = Helper(780+id),var(50)!=0
Trigger8 = EnemyNear(floor(fvar(18))),AutHorName="ukege"
Trigger8 = P2StateNo=2013||(P2StateNo=2011&&EnemyNear(floor(fvar(18))),vel y<=0)
fvar(38) = -5
IgNoreHitPause = 1

[State -3];ʘg
Type = VarSet
TriggerAll=!isHelper
TriggerAll=NumEnemy
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger1 = EnemyNear(floor(fvar(18))),PrevStateNo!=[200,640]
Trigger1 = EnemyNear(floor(fvar(18))),Time<3
Trigger1 = (P2StateNo=[200,640])
fvar(38) = -6
IgNoreHitPause = 1
[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=NumHelper(60000+id)>0
TriggerAll=Helper(60000+id),var(23)=0&&fvar(34)=1
Trigger1 = 1
fvar(34) = 0
IgNoreHitPause = 1
[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=NumHelper(60000+id)>0
TriggerAll=Helper(60000+id),var(20)=0&&fvar(38)=2||Helper(60000+id),var(22)=0&&fvar(38)=3||Helper(60000+id),var(24)=0&&fvar(38)<0
Trigger1 = P2StateType!=A
fvar(38) = 1
IgNoreHitPause = 1
[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=NumHelper(60000+id)>0
TriggerAll=Helper(60000+id),var(21)=0&&fvar(38)=1||Helper(60000+id),var(22)=0&&fvar(38)=3||Helper(60000+id),var(24)=0&&fvar(38)<0
Trigger1 = P2StateType=A
fvar(38) = 2
IgNoreHitPause = 1
[State -3];ʲ߰ϰx
Type = Varadd
TriggerAll=0;܂Ȃɂ΍􂵂ĂȂ
Triggerall = NumEnemy
Trigger1 = P2Name="Giant_Mech-HISUI"
Trigger2 = P2Name="CheetahMen"
Trigger3 = P2Name="LEOPALDON_GGI"
Trigger4 = P2Name="Mega_weapon"
Trigger5 = P2Name="G-akiha"
Trigger6 = P2Name="Apocalypse"
Trigger7 = P2Name="Mech Rugal"
Trigger8 = P2Name="Abyss"
fvar(34)=2
IgNoreHitPause = 1
;fv34=1=薳GTime
;fv38=1=i(K[h\Ȃ炱)
;fv38=2=i
;fv38=3=K[hs\()
;fv38=4=˂p


[State -3];Nオ萧mF
Type = ChangeState
value = 5120
TriggerAll=fvar(39)
TriggerAll=StateType!=A
Trigger1 = Alive
Trigger1 = Time>0
Trigger1 = StateNo=5110

[State -3];Gԗp
Type = VarSet
TriggerAll=!isHelper
TriggerAll=StateNo=5210
TriggerAll=fvar(26)=0
Trigger1=RoundState=2
fvar(26) = 13
IgNoreHitPause = 1

[State -3,ComboFlagSet];Gԗp
Type = VarAdd
TriggerAll=!isHelper
Trigger1 = fvar(26)>0
fvar(26) = -1
IgNoreHitPause = 1


[State -3];gc莞ԗp
Type = VarSet
TriggerAll=!isHelper
TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=P2MoveType=H
TriggerAll=RoundState=2
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=1
fvar(30) = EnemyNear(floor(fvar(18))),GetHitVar(fall.RecoverTime)+(EnemyNear(floor(fvar(18))),GetHitVar(fall.Recover)=0)*999+1
IgNoreHitPause = 1

[State -3];莞ԗp nvar
Type = VarSet
TriggerAll=!isHelper
TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=P2MoveType=H
TriggerAll=RoundState=2
Trigger1 = P2StateNo!=[231,233]
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=0
fvar(30) = EnemyNear(floor(fvar(18))),GetHitVar(SlideTime)+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)-((enemynear(floor(fvar(18))),authorname="586")&&enemynear(floor(fvar(18))),StateType!=A&&(enemynear(floor(fvar(18))),StateNo!=[120,159]))
IgNoreHitPause = 1

[State -3];gc莞ԗp
Type = VarSet
TriggerAll=!isHelper
TriggerAll=EnemyNear(floor(fvar(18))),Time=1
TriggerAll=RoundState=2
TriggerAll=P2MoveType=H
TriggerAll=TeamSide=2
Trigger1 = !fvar(30)
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=0
fvar(30) = EnemyNear(floor(fvar(18))),GetHitVar(SlideTime)+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)-1
IgNoreHitPause = 1

[State -3,ComboFlagSet];莞ԗp K[h
Type = VarSet
TriggerAll=!isHelper
TriggerAll=!EnemyNear,Time
TriggerAll=RoundState=2
TriggerAll=MoveGuarded=1
Trigger1 = 1
fvar(30) = EnemyNear(floor(fvar(18))),GetHitVar(CtrlTime)+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)
IgNoreHitPause = 1

[State -3];gc莞ԗp
Type = VarSet
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=P2MoveType=H
Trigger1 = Stateno=810&&Power>499&&var(58)=2
fvar(30) = 999
IgNoreHitPause = 1

[State -3,ComboFlagSet];莞ԗp
Type = VarAdd
TriggerAll=!isHelper
Trigger1 = fvar(30)>0
;Trigger1 = P2MoveType=H
fvar(30) = -1
IgNoreHitPause = 1


[State -3,ComboFlagSet];莞ԗpZbg
Type = VarSet
TriggerAll=!isHelper
Trigger1 = P2MoveType!=H
fvar(30) = 0
IgNoreHitPause = 1

;
;ėpލs
;
[State -1,cemi];P~J
type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=var(55)!=100
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateType=A||P2StateType!=A&&(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<(-80*(P2StateType=C+1))
TriggerAll=NumHelper(780+id)>0
TriggerAll=numpartner>=1&&teammode=simul
TriggerAll=Partner,Alive
TriggerAll=enemy,numpartner>=1&&enemy,teammode=simul
TriggerAll=Partner,MoveType=H
TriggerAll=enemy(0),facing=facing&&enemy(1),facing=facing
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*11=[-65,0])||P2StateType!=A
TriggerAll=Random<=var(59)*100
Trigger1 = StateType!=A||StateNo=37
Trigger1 = Ctrl||(StateNo=[11,22])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||ctrl&&(StateNo=[120,140])||StateNo=37


[State -1,j];KpWv
type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4
TriggerAll=!var(48)
TriggerAll=var(55)!=100
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=numpartner>=1&&teammode=simul
TriggerAll=Partner,Alive
TriggerAll=enemy,numpartner>=1&&enemy,teammode=simul
TriggerAll=Partner,MoveType=H
TriggerAll=enemy(0),facing=facing&&enemy(1),facing=facing
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*11=[-65,0]
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||ctrl&&(StateNo=[120,140])
TriggerAll=Random<=var(59)*3
Trigger1 = P2BodyDist X*fvar(8)>140

[State -1,];K
type = ChangeState
value = 1150+2*(var(58)=2&&P2BodyDist X*fvar(8)>210)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4
TriggerAll=!var(48)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=Pos y>-250
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=numpartner>=1&&teammode=simul
TriggerAll=Partner,Alive
TriggerAll=enemy,numpartner>=1&&enemy,teammode=simul
TriggerAll=Partner,MoveType=H
TriggerAll=enemy(0),facing=facing&&enemy(1),facing=facing
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*11=[-65,45])||P2StateType!=A&&Pos y>=-100
TriggerAll=Random<=var(59)*(3+(PrevStateNo=39)*97)
Trigger1 = P2BodyDist X*fvar(8)>120
Trigger1 = StateType=A
Trigger1 = Ctrl||(StateNo=[110,115])&&time>=6||StateNo=100&&Time>=10

;
;var(55) R{p
;
[State -2,JEg];s
Type = VarSet
Trigger1 = StateNo=810||StateNo=860
var(55) = 1

[State -2,JEg];S
Type = VarSet
Trigger1 = (StateNo=[1220,1230]);||(StateNo=220)&&P2StateType=A&&MoveHit
var(55) = 2

[State -2,JEg];P~
Type = VarSet
Trigger1 = PrevStateNo=1300||PrevStateNo=1350||PrevStateNo=1400||PrevStateNo=1450
Trigger1 = StateNo=961
Trigger1 = var(55)!=10
var(55) = 3

[State -2,JEg];E
Type = VarSet
Trigger1 = StateNo=3100
Trigger1 = EnemyNear,Pos y<-40
Trigger2 = StateNo=640
Trigger2 = MoveHit&&var(21)
var(55) = 4

[State -2,JEg];_XgR{
Type = VarSet
Trigger1 = StateNo=241
var(55) = 5

[State -2,JEg];
Type = VarSet
Trigger1 = StateNo=39
Trigger1 = PrevStateNo=230
Trigger1 = P2StateType!=A
Trigger1 = var(55)!=19
var(55) = 6

[State -2,JEg];
Type = null;VarSet
Trigger1 = StateNo=1300||StateNo=1400
Trigger1 = fvar(17)<10&&P2BodyDist X<33
Trigger1 = var(58)=2
var(55) = 8+(StateNo=1300)

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=[1,7]
Trigger1 = MoveType=H||P2MoveType=A
Trigger2 = P2MoveType!=H
Trigger3 = var(55)=5
Trigger3 = StateType!=A
Trigger4 = var(55)=3
Trigger4 = (StateNo=[35,41])||StateNo=1450
Trigger5 = var(55)=7||var(55)=1
Trigger5 = StateNo=1220||StateNo=1450||StateNo=1400||StateNo=1350||StateNo=1300
Trigger6 = var(55)=1
Trigger6 = EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)>0&&StateNo!=810
var(55)=0

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=10
Trigger1 = MoveType=H||P2MoveType=A
Trigger2 = P2MoveType!=H
var(55)=0

[State -2,JEg];P~
Type = VarSet
TriggerAll=PrevStateNo=1300||PrevStateNo=1350||(PrevStateNo=1400||PrevStateNo=1450)&&PalNo=12
TriggerAll=StateNo=961
TriggerAll=!(var(58)=1&&Pos Y>-100)
trigger1 = P2Life<(ceil(100*fvar(19)*(var(51)*0.01)*(var(52)*0.01)*fvar(21)))*(1+(Power>500)*0.9+(Power>1000)*0.75+(Power>1500)*0.66)
trigger2 = var(11)||PalNo=12
var(55) = 10

[State -2,JEg];D FDflag
Type = VarSet
Trigger1 = PrevStateNo=640&&(StateNo=[120,159])
var(55) = 20

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=20
Trigger1 = StateNo=110
var(55)=21

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=20||var(55)=21
Trigger1 = StateType!=A||StateNo=99
var(55)=0


[State -2,JEg];󓊂_
Type = VarSet
Trigger1 = StateNo=35||StateNo=41&&P2MoveType!=H
var(55) = 25

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=25
Trigger1 = StateNo!=35&&StateNo!=41&&StateType!=A||P2StateType!=A
var(55)=0

[State -2,JEg];gs
Type = VarSet
Trigger1 = StateNo=[5200,5210]
var(55) = 40

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=40
Trigger1 = StateNo!=35&&StateNo!=41&&StateType!=A
var(55)=0

[State -2,JEg];ΐlpē
Type = VarSet
TriggerAll=var(59)>6&&Random<=150+(ceil(var(50)/12))*50
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=P2StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,35]
Trigger1 = (StateNo=[400,410])||StateNo=200||StateNo=220
Trigger1 = MoveGuarded=1
Trigger2 = StateNo=52&&!time
Trigger2 = fvar(35)<3||(P2StateNo=[120,159])&&fvar(30)<5
var(55) = 100


[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=100
Trigger1 = (StateNo=[35,41])||P2StateType=A
Trigger2 = P2BodyDist X*fvar(8)>45
Trigger3 = P2MoveType=H&&(P2StateNo!=[120,159])
var(55)=0

[State -2,JEg]
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType!=A
TriggerAll=(StateNo=[200,450])
TriggerAll=P2StateType!=L
TriggerAll=PrevStateNo=[800,805]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)<25
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="muteki"
var(55) = 200

[State -2,JEgZbg]
type = varset
TriggerAll = var(55)=200
Trigger1 = (StateNo=[105,115])&&AnimTime=0||P2StateType=A&&P2StateNo!=105
Trigger2 = P2BodyDist X*fvar(8)>35&&P2StateNo!=105&&StateNo!=105
Trigger3 = P2MoveType=H&&(P2StateNo!=[120,159])||MoveType=H&&(StateNo!=[120,159])
var(55)=0
;
;
;
[State -1,ITIGEKI];ꌂKE
Type = ChangeState
value = 4000
TriggerAll=!IsHelper
TriggerAll=var(59)>6
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=!var(25)
TriggerAll=Life>200
TriggerAll=var(40)=0
Trigger1 = StateType!=A
Trigger1 = ctrl
Trigger2 = StateNo=40||StateNo=52
Trigger3 = StateNo=[195,197]
Trigger3 = Time>ifelse(Anim= 196,18,64)

[State -1,h]
Type = ChangeState
value = 196
TriggerAll=var(59)>=7
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=PrevStateNo!=[195,197]
TriggerAll=Life<201
Trigger1 = StateType!=A
Trigger1 = ctrl
Trigger2 = StateNo=40
;
;\
;Time=1 Random StateNo
;
[State -1,ITIGEKI];ꌂKE\΍
Type = ChangeState
value = 4000
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=var(40)=1
Trigger1 = StateType!=A
Trigger1 = ctrl
Trigger2 = StateNo=40||StateNo=52
Trigger3 = StateNo=[195,197]
Trigger3 = Time>ifelse(Anim= 196,18,64)
;
;p΍
;

[State -1,Jump];Wv
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-80,41,35)
TriggerAll=!IsHelper
TriggerAll=var(59)>9&&Random<var(59)*100
TriggerAll=StateType!=A
TriggerAll=fvar(38)=-5
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-10
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7<=-10
Trigger3 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*8<=-10
Trigger4 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9<=-10

[State -1,Jump];Wv
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-80,41,35)
TriggerAll=!IsHelper
TriggerAll=var(59)>9&&Random<var(59)*100
TriggerAll=StateType!=A
TriggerAll=fvar(28)
TriggerAll=StateNo=200||(StateNo=[220,225])||StateNo=400
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-10
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7<=-10
Trigger3 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*8<=-10
Trigger4 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9<=-10

[State -1,BackStep];obNXebv
Type = ChangeState
value = 105
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(Stateno=[100,101])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=var(55)=200
TriggerAll=NumHelper(780+id)>0
;TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
;TriggerAll=EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger1 = P2BodyDist X*fvar(8)<25
Trigger2 = EnemyNear(floor(fvar(18))),var(55)=200
Trigger2 = EnemyNear(floor(fvar(18))),StateNo=105
;
;΋
;

[State -1,S_FP2];+P
type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2StateNo!=105
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(!teammode=simul)&&Enemy,NumHelper=Helper(780+id),var(51)&&Enemy,NumProj=0
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*9+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*45)=[-55,0]
TriggerAll=(EnemyNear(floor(fvar(18))),vel y=[0,4])
TriggerAll=Random<var(59)*50
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/100)-12*(var(59)-8))||var(59)=11
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[15,63]


[State -1,junp];󓊂pjunp
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-80,41,35)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[10,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(48))>(35+floor(random/50)-12*(var(59)-8))||var(59)=11
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||PrevStateno=5120||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>3
TriggerAll=P2StateType=A
TriggerAll=Random<var(59)*80
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55-12*(var(58)=2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-10
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55-12*(var(58)=2)]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7<=-10
Trigger3 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55-12*(var(58)=2)]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*8<=-10
Trigger4 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,55-12*(var(58)=2)]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9<=-10


;
;؂ւ
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear,HitDefAttr = SCA,AT;
;
[State -3,gs];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=!IsHelper
TriggerAll=var(59)>4
TriggerAll=RoundState=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(33)>=1.5
TriggerAll=Power<PowerMax/6
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*18)*(1-(Facing=Enemynear,Facing)*2)=[-55,55]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*17)*18=[-130,0]
TriggerAll=Alive
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=P2MoveType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=InGuardDist||(Helper(780+id),var(58))||fvar(38)=3
TriggerAll=P2StateNo>199
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[130,159])
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-18||var(59)<7
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
Trigger2 = (Time<=1&&MoveType=A)
Trigger2 = StateNo=[200,640]
Trigger2 = PrevStateNo!=[200,640]

[State -3];EpWv
Type = ChangeState
value = 37
TriggerAll=!ishelper
TriggerAll=var(59)=11
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=!var(40)
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0||fvar(38)=-6
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-11
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=NumHelper(780+id)>0
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[130,159])
TriggerAll=Ctrl||(StateNo=200||(StateNo=[210,220])||StateNo=230)&&(movecontact||movereversed||fvar(28))||StateNo=40||StateNo=52||(Stateno=[11,22])||(stateno=[100,101])&&var(58)=1
TriggerAll=(P2BodyDist Y*fvar(9)+EnemyNear(floor(fvar(18))),vel y*11=[-90,40+(P2StateType=S)*40])
TriggerAll = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*11=[-70,70]
Trigger1 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>4

[State -3];E
Type = ChangeState
value = 3100
TriggerAll=!ishelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=!var(40)
TriggerAll=StateType=A
TriggerAll=P2MoveType=A
TriggerAll=MoveType!=H
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-7
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[140,159])
TriggerAll=(P2BodyDist Y*fvar(9)+EnemyNear(floor(fvar(18))),vel y*7=[-90,50+(P2StateType=S)*20])
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*7=[-80,80]
Trigger1 = Ctrl||StateNo=100&&time>=10||StateNo=1500&&time>=11||(StateNo=[600,650])&&(MoveContAct||movereversed||var(29))||(StateNo=[110,115])&&time>=6||(StateNo=[120,140])
Trigger2 = Helper(780+id),sysvar(0)
Trigger2 = (StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
Trigger2 = !(EnemyNear(floor(fvar(18))),MoveContAct)
[State -3];
Type = ChangeState
value = 3000
TriggerAll=!ishelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=!var(40)
TriggerAll=var(58)!=1
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[140,159])
TriggerAll=(P2BodyDist Y*fvar(9)+EnemyNear(floor(fvar(18))),vel y*9=[-90,-10])||P2StateType!=A 
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*9=[-5,100]
Trigger1 = Ctrl||StateNo=100||StateNo=40||StateNo=52||(StateNo=[120,140])||(StateNo=[200,451])&&(MoveContAct||movereversed)&&StateNo!=241&&!var(3)||(Stateno=[11,22])||(StateNo=[200,451])&&var(29)&&StateNo!=241||(stateno=[100,101])&&var(58)=1
Trigger2 = Helper(780+id),sysvar(0)
Trigger2 = (StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
Trigger2 = !(EnemyNear(floor(fvar(18))),MoveContAct)

[State -3];
Type = ChangeState
value = 3200
TriggerAll=!ishelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=!var(40)
TriggerAll=var(58)=1
TriggerAll=StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-7
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[140,159])
TriggerAll=Ctrl||StateNo=100||StateNo=40||StateNo=52||(StateNo=[120,140])||(StateNo=[200,451])&&(MoveContAct||movereversed)&&StateNo!=241&&!var(3)||(Stateno=[11,22])||(StateNo=[200,451])&&var(29)&&StateNo!=241||(stateno=[100,101])&&var(58)=1
TriggerAll=(P2BodyDist Y*fvar(9)+EnemyNear(floor(fvar(18))),vel y*7=[-160,-10])||P2StateType!=A 
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*7=[-5-45*(P2Dist X>0&&P2StateType!=A),35+6*(ifelse(var(15),7,5))]

[State -3];
Type = ChangeState
value = ifelse((fvar(24)=[1,2]),800,805)
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-23,23]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=40
TriggerAll=(ctrl||fvar(28))|| (StateNo = 5120 && animtime = 0)||StateNo=52||Stateno=11||(Stateno=[20,22])||(Stateno=[120,140])
TriggerAll=Random<var(59)*60||var(59)>9||PrevStateNo=960
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10||PrevStateNo=960
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10||PrevStateNo=960
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[130,159])

[State -3,T];󓊂
Type = ChangeState
value = 850
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-42,60-(var(58)=2)*12]
TriggerAll=P2BodyDist Y*fvar(9)=[-79,19]
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[141,159]
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(Stateno=[120,140])
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[130,159])

[State -3,BackStep];ޯï
Type = ChangeState
Value = 105
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])||(Stateno=[120,139])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo=[200,999]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),Time>=30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>=50||var(59)>10||(PrevStateNo=[130,159])||(PrevStateNo=[5000,5270])
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-12
Trigger1 = EnemyNear(floor(fvar(18))),HitDefAttr=,AA,AT||fvar(38)=3
Trigger1 = Random<var(59)*15||var(59)>9
Trigger1 = BackEdgeBodyDist>60
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*12=[0,110]
Trigger2 = Random<var(59)*20;||var(59)>9
Trigger2 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)=1
Trigger2 = (Helper(780+id),var(59))!=1
Trigger2 = P2BodyDist X*fvar(8)=[0,90]

[State -1,S];S
Type = null;ChangeState
Value = 1000
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType=S
TriggerAll=Random<var(59)*35
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])||(Stateno=[120,139])
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo=[200,999]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),Time>=30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>=50||var(59)>10||(PrevStateNo=[130,159])||(PrevStateNo=[5000,5270])
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-20
Trigger1 = P2BodyDist X*fvar(8)=[0,110]
Trigger1 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>=3

[State -3,Jump];Wv
Type  = ChangeState
Value = 39
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)>-5
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
TriggerAll=Random<var(59)*60||var(59)>9
;TriggerAll=P2MoveType=A
TriggerAll=fvar(38)=3
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = PrevStateNo=[120,158]

;
;˂
;

[State -1,S_NS];S
type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[120,140])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=6||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>7||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-6
TriggerAll=P2BodyDist X*fvar(8)=[-10,32]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6=[-55,0]
Trigger1 = Random<=var(59)*120

[State -1,s_hs];6P
type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[120,140])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=9||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>9||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9
TriggerAll=P2BodyDist X*fvar(8)=[0,55+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9=[-65,0]
Trigger1 = Random<=var(59)*120


[State -1,s_hs];2D
type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[120,140])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=11||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>11||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-11
TriggerAll=P2BodyDist X*fvar(8)=[0,75+(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*11=[-45,0]
Trigger1 = Random<=var(59)*120
[State -1,s_hs];2S
type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[120,140])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=9||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>9||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9
TriggerAll=P2BodyDist X*fvar(8)=[0,100-45*(var(58)=2)+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120

[State -1,s_hs];5K
type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[120,140])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateType=A||(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-70
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=7||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>7||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-7
TriggerAll=P2BodyDist X*fvar(8)=[0,85+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7=[-65,0]
Trigger1 = Random<=var(59)*120

[State -1,s_hs];5P
type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[120,140])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateType=A||(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-100
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=4||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>4||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-4
TriggerAll=P2BodyDist X*fvar(8)=[0,35+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*4=[-65,0]
Trigger1 = Random<=var(59)*120

[State -1,s_hs];P~JpWv
type = null;ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateType=A||P2StateType!=A&&(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<90
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=15||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>15||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-15
TriggerAll=P2BodyDist X*fvar(8)>=-40
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*11=[-65,0]
Trigger1 = Random<=var(59)*120
Trigger1 = StateType!=A
Trigger1 = Ctrl||(StateNo=[11,22])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||ctrl&&(StateNo=[120,140])

[State -1,scemi];P~J
type = ChangeState
value = 1300+(StateType=A&&StateNo!=37)*50
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateType=A||P2StateType!=A&&(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-(95*(P2StateType=C+1))
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=11||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>11||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-11
TriggerAll=EnemyNear(floor(fvar(18))),Time>18||var(59)>10
TriggerAll=P2BodyDist X*fvar(8)>=-40
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*11=[-65,0])
TriggerAll=Random<=var(59)*120
Trigger1 = StateType!=A||StateNo=37
Trigger1 = Ctrl||(StateNo=[11,22])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[120,140])||StateNo=37
Trigger2 = StateType=A
Trigger2 = Ctrl||(StateNo=[110,115])&&time>=6||StateNo=100&&time>=10||StateNo=1500&&Time>=11
Trigger3 = Helper(780+id),sysvar(0)
Trigger3 = (StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13

[State -1,scemi];P~J
type = ChangeState
value = 1400+(StateType=A&&StateNo!=37)*50
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=var(58)=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateType=A||P2StateType!=A&&(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-(95*(P2StateType=C+1))
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=11||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>11||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-11
TriggerAll=EnemyNear(floor(fvar(18))),Time>18||var(59)>10
TriggerAll=P2BodyDist X*fvar(8)=[0,45+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*11=[-305,0])
TriggerAll=Random<=var(59)*120
Trigger1 = StateType!=A||StateNo=37
Trigger1 = Ctrl||(StateNo=[11,22])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[120,140])||StateNo=37
Trigger2 = StateType=A
Trigger2 = Ctrl||(StateNo=[110,115])&&time>=6||StateNo=100&&time>=10||StateNo=1500&&Time>=11
Trigger3 = Helper(780+id),sysvar(0)
Trigger3 = (StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13

;
;󒆌˂
;

[State -3,A-S];
Type = ChangeState
value = 1200
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*15)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A
TriggerAll=P2StateType!=A
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-18
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=5)||StateNo=100&&time>=10||StateNo=1500&&Time>=11
TriggerAll=P2BodyDist Y*fvar(9)>80
Trigger1 = P2BodyDist X*fvar(8)+Pos y/4-(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[5,40]
Trigger2 = var(58)!=2&&fvar(17)<10&&(P2BodyDist X*fvar(8)+Pos y/4+(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)<50)

[State -3,A-S];
Type = ChangeState
value = 1210
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*15)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A
TriggerAll=P2StateType!=A
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-18
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=5)||StateNo=100&&time>=10||StateNo=1500&&Time>=11
TriggerAll=P2BodyDist Y*fvar(9)>=80
Trigger1 = (P2BodyDist X*fvar(8)+Pos y/3-(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[5,40])
Trigger2 = var(58)=2&&fvar(17)<10&&(P2BodyDist X*fvar(8)+Pos y/3+(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)<50)


[State -3,A-S];
Type = ChangeState
value = 1220
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*15)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A
TriggerAll=P2StateType!=A
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-18
TriggerAll=Ctrl;||((StateNo=110||StateNo=115)&&Time>=5)||StateNo=100&&time>=10||StateNo=1500&&Time>=11
Trigger1 = P2BodyDist X*fvar(8)+Pos y*2/3-(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[5,45]
Trigger1 = P2BodyDist Y*fvar(9)=[40+(P2StateType!=C)*35,320]

[State -3,A-HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=(var(59)>8&&Random<=var(59)*100)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-13
TriggerAll=!(vel y<0&&P2StateType!=A)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=13||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>13
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=5)||StateNo=100&&time>=21||(StateNo=[120,140])
TriggerAll=P2BodyDist X*fvar(8)-(StateNo!=100)*(vel x*(13-(StateNo=115)*7)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2))=[-10,75]
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y*11+Const(MoveMent.Yaccel)*66)=[-25,25+(P2StateType!=A)*15-(vel y<0)*25]

[State -3,A-S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=(var(59)>8&&Random<=var(59)*100)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=9||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>9
TriggerAll=!(vel y<0&&P2StateType!=A)
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=5)||StateNo=100&&time>=10||StateNo=1500&&Time>=11||(StateNo=[120,140])
TriggerAll=P2BodyDist X*fvar(8)-(StateNo!=100)*(vel x*(9-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2))=[-20,75]
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*45)=[-25,55+(P2StateType!=A)*25-(vel y<0)*35]

[State -3,A-S];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=(var(59)>8&&Random<=var(59)*100)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-5
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=5||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5
TriggerAll=!(vel y<0&&P2StateType!=A)
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=5)||StateNo=100&&time>=10||StateNo=1500&&Time>=11||(StateNo=[120,140])
TriggerAll=P2BodyDist X*fvar(8)-(StateNo!=100)*(vel x*(9-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2))=[-20,35]
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*45)=[-25,35+(P2StateType!=A)*5-(vel y<0)*35]
;
;K[h 
;inguarddist EnemyNear,HitDefAttr = SCA,AA;Ō
;
[State -1,ukemi];󒆎g
Type = ChangeState
value = 5200
TriggerAll=Roundstate=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=Stateno=5050
TriggerAll=vel y>0||1
TriggerAll=Alive
TriggerAll=CanRecover
Trigger1=Pos Y>=-20
ctrl = 0

[State -1,ukemi];󒆎g
Type = ChangeState
value = 5210
TriggerAll=Roundstate=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=Stateno=5050
TriggerAll=vel y>-1||1
TriggerAll=Alive
TriggerAll=CanRecover
Trigger1=(P2BodyDist X*fvar(8)=[-165,165])&&(Pos y<=-20)
Trigger1=P2BodyDist Y*fvar(9)=[-160,160]
Trigger1=P2MoveType=A;&&EnemyNear(floor(fvar(18))),AnimTime<=-12
Trigger2=P2MoveType=H
Trigger3=P2MoveType=I
Trigger3=EnemyNear(floor(fvar(18))),vel x<4
Trigger3=P2BodyDist x>=200
Trigger4=Pos Y>=-30
ctrl = 0

[State -1,BackStep];obNXebv
Type = ChangeState
value = 105
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2Stateno=[5200,5210]
TriggerAll=EnemyNear(floor(fvar(18))),Time<5
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)=[0,99]
Trigger1 = EnemyNear(floor(fvar(18))),Pos Y>-30


[State -1,DAA]
Type = ChangeState
value = 700
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateNo=[150,153]
TriggerAll=P2StateNo>199
TriggerAll=fvar(38)>0
TriggerAll=!var(40)
TriggerAll=fvar(34)!=1
triggerall=HitShakeOver
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-11||var(59)<7
TriggerAll=P2BodyDist X*fvar(8)=[-5,63+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*15)*16=[-80,-10])||P2StateType!=A
TriggerAll=Power>1999
Trigger1 = Random<var(59)*4

[State -3,S];K[h
Type = ChangeState
value = 140
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[9,11]
TriggerAll=StateType!=A
triggerAll=!var(25)
TriggerAll=fvar(38)=3||(fvar(38)=[-4,-1])
TriggerAll=Random<=var(59)*100
Trigger1 = StateNo=[130,132]

[State -3,FDLZp]
Type = varset
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(40)
TriggerAll=RoundState=2
TriggerAll=Power>0
Trigger1 = (StateNo=[195,197])
Trigger2 = (StateNo=[200,205])&&(PrevStateNo=[800,805])&&StateNo!=810
Trigger3 = StateNo=600&&PrevStateNo=850&&StateNo!=860
Trigger4 = StateNo=640
Trigger5 = fvar(28)
Trigger6 = (StateNo=150||StateNo=152||StateNo=154)&&!time
Trigger6 = GetHitVar(Damage)>0&&var(26)>life
Trigger7 = (StateNo=[200,640])&&(PrevStateNo!=[200,640])&&var(59)=11
Trigger7 = (EnemyNear(floor(fvar(18))),StateNo>=1000)||P2StateNo=105
Trigger7 = (EnemyNear(floor(fvar(18))),StateType!=L)&&(EnemyNear(floor(fvar(18))),MoveType!=H)
Trigger7 = EnemyNear(floor(fvar(18))),time<=time
var(25) = 1

[State -3,Guard];K[h
Type = ChangeState
Value = 120
ctrl=1
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=(StateNo!=[120,155])
;TriggerAll=InGuardDist||(p2statetype=A&&abs(p2dist x)<=70&&p2movetype=A&&var(59)>9)
TriggerAll=!(enemynear,hitdefattr=,AT,ST,HT)
TriggerAll=fvar(38)>0||fvar(38)=-6||fvar(38)=-5
TriggerAll=fvar(38)!=3
TriggerAll=Random<=var(59)*100
TriggerAll=NumHelper(780+id)>0
TriggerAll=ctrl||(StateNo=[11,22])||stateno=52
Trigger1 = InGuardDist
Trigger2 = NumHelper(780+id)>0
Trigger2 = (Helper(780+id),var(58))
Trigger3 = Enemy,NumHelper>Helper(780+id),var(51)||Enemy,NumProj>0
Trigger3 = InGuardDist

[State -1,FD];tHgXfBtFX
Type = ChangeState
value = 130+(StateType=C)+(StateType=A)*2
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=Power>0
TriggerAll=var(25)
TriggerAll=!var(40)
TriggerAll=(StateNo!=[120,155])
TriggerAll=fvar(38)!=3
TriggerAll=fvar(38)>0||fvar(38)=-6
TriggerAll=!fvar(26)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!(fvar(28)&&(P2Movetype=H||StateNo=750||StateNo=5090))
TriggerAll=InGuardDist||(Helper(780+id),var(58))||StateNo=[195,197]
TriggerAll=StateNo!=[110,115]
Trigger1 = (ctrl||fvar(28))||StateNo=0||(StateNo=[11,22])||(stateno=[100,101])&&var(58)=1
Trigger2 = StateNo=100&&time>=9
Trigger3 = StateNo=12||StateNo=52

[State -1,FD];LZpFD
Type = ChangeState
value = 130+(StateType=C)+(StateType=A)*2
TriggerAll=!IsHelper
TriggerAll=(StateNo!=[120,155])
TriggerAll=!var(40)
TriggerAll=(var(59)>6&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=var(25)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Power>0
Trigger1 = StateNo=196
Trigger1 = time = 18
Trigger2 = StateNo=195
Trigger2 = time = 64
Trigger3 = StateNo=100&&time>=9||StateNo=1500&&time>=11||(stateno=[100,101])&&var(58)=1
Trigger3 = InGuardDist||(Helper(780+id),var(58))
Trigger4 = fvar(28)&&StateNo!=750&&StateNo!=5090


;
;}L
;
[State -1,frc]
type = ChangeState
value = 961
triggerall = !ishelper
TriggerAll=(var(59)>5&&Random<=var(59)*40)||fvar(39)||var(59)>9
TriggerAll=RoundState=2
TriggerAll=!var(40)
triggerall = Power >= 500
triggerall = statetype = A
triggerall = movetype != H
trigger1 = stateno = 1150
trigger1 = !var(11)||PalNo=12
trigger1 = time = 15
trigger1 = Power >= 1000&&Random<=var(59)*30||PalNo=12
trigger1 = Enemynear,movetype != H||PalNo=12
trigger1 = P2statetype!=L||PalNo=12
trigger2 = stateno = 1231
trigger2 = 0;animelemtime(18) >= 0
trigger2 = animelemtime(19) < 0
trigger3 = stateno = 1300||stateno = 1350
trigger3 = time = [15,17]
trigger3 = P2BodyDist X*fvar(8)=[35+(fvar(17)>22&&EnemyNear,Pos Y>-45)*40,150]
trigger3 = !Var(11)&&(PrevStateNo!=[0,41])&&((PrevStateNo!=[210,220])||fvar(17)>30&&var(58)=2)
trigger3 = var(50)>-70
trigger3 = P2BodyDist Y*fvar(9)=[-65,65]
trigger3 = P2movetype=H&&(P2stateno!=[120,159])
;trigger3 = var(52)>=75
trigger4 = stateno = 1300||stateno = 1350||(stateno = 1400||stateno = 1450)&&PalNo=12
trigger4 = time = [15,17]
trigger4 = P2Life<(ceil(100*fvar(19)*(var(51)*0.01)*(var(52)*0.01)*fvar(21)))*(1+(Power>1000)*0.9+(Power>1500)*0.75+(Power>1000)*0.66)||palNo=12
trigger4 = P2BodyDist Y*fvar(9)=[-90,85]
trigger4 = P2movetype=H&&(P2stateno!=[120,159])
trigger4 = P2statetype!=L
trigger4 = !(var(58)=1&&Pos Y>-100)
trigger5 = stateno = 1400||stateno = 1450
trigger5 = time = [15,17]
trigger5 = PalNo=12
ignorehitpause = 1

[State -1]
type = ChangeState
value = 960
triggerall = !ishelper
TriggerAll=(var(59)>5&&Random<=var(59)*40)||fvar(39)||var(59)>9
TriggerAll=RoundState=2
TriggerAll=!var(40)
triggerall = Power >= 500
triggerall = statetype != A
triggerall = movetype != H
trigger1 = stateno = 1050
trigger1 = (time = [22,24])||var(58)=2&&(time = [12,15])&&(P2MoveType!=H||(P2StateNo=[120,140]))
trigger2 = stateno = 1100
trigger2 = time = [22,23]
ignorehitpause = 1

;[State -1,RC];}LZ
;type = ChangeState
;value = 951
;TriggerAll=(var(59)>0&&Random<var(59)*150)||fvar(39)
;TriggerAll=!ishelper
;TriggerAll=Power>999
;TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
;TriggerAll=P2MoveType=H
;TriggerAll=MoveGuarded
;Trigger1 = StateNo=1100

;
;nNU 
;

[State -1,Dash];Wv
Type = NULL;ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*20||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])
TriggerAll=StateNo!=[100,101]
TriggerAll=P2StateType=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)<78
Trigger1 = EnemyNear,StateNo=[5120,5121]
Trigger1 = (EnemyNear,AnimTime=[-19,-16])||(EnemyNear,AnimTime=[-10,-7])

[State -1,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)!=1
TriggerAll=ctrl||(StateNo=[11,22])
TriggerAll=StateNo!=[100,101]
TriggerAll=P2StateType=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)>47
Trigger1 = EnemyNear,StateNo=[5120,5121]
Trigger1 = EnemyNear,AnimTime=[-(FLOOR(P2BodyDist X*fvar(8)/4)),-6-(FLOOR(P2BodyDist X*fvar(8)/4))]
Trigger2 = P2BodyDist X*fvar(8)<47
Trigger2 = EnemyNear,StateNo=[5120,5121]
Trigger2 = EnemyNear,AnimTime=[-13,-7]
Trigger2 = Random<=var(59)*20

[State -1,Jump];Wv
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=var(59)>4||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(48)
TriggerAll=ctrl||(StateNo=[11,22])
TriggerAll=fvar(30)>=6||P2StateType=L
TriggerAll=P2StateType=A||P2StateType=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)>120
Trigger1 = (P2BodyDist Y*fvar(9)=[-20,20])&&P2StateNo!=880&&(P2StateNo!=[1108,1109])
Trigger1 = EnemyNear,GetHitVar(HitShakeTime)=0
Trigger2 = EnemyNear,StateNo=[5120,5121]
Trigger2 = EnemyNear,AnimTime<=-35



[State -3,2k];2K
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2StateType = L
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(stateno=[100,101])&&var(58)=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)<48
Trigger1=(EnemyNear,StateNo=[5120,5121])
Trigger1=EnemyNear,AnimTime=-1

[State -3,Walk];O
Type = null;ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||StateNo=11||StateNo=22
TriggerAll=StateNo!=[100,101]
Trigger1 = StateNo=22
Trigger1 = P2BodyDist X*fvar(8)>=36
Trigger2 = P2BodyDist X*fvar(8)=[36,48]

[State -3,Walk];
Type = ChangeState
value = 22
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||StateNo=11||StateNo=21
TriggerAll=StateNo!=[100,101]
;TriggerAll=P2BodyDist X*fvar(8)<26
Trigger1 = BackEdgeBodyDist>26
Trigger2 = 1;StateNo=21


[State -1,];K
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(48)
TriggerAll=var(55)!=10
TriggerAll=Ctrl||(StateNo=[11,22])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||ctrl&&(StateNo=[120,140])||(stateno=[100,101])&&var(58)=1
TriggerAll=MoveType!=H
TriggerAll=var(55)!=3
;TriggerAll=fvar(30)>=3||P2StateType=L
TriggerAll=P2StateType=A||P2StateType=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)>100||P2Dist X>0&&var(58)=1
TriggerAll=Pos y>-25
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear,vel y+EnemyNear,GetHitVar(Yaccel)*2)*4>0)&&fvar(30)>3&&P2StateNo!=882&&(P2StateNo!=[1108,1119])&&P2MoveType=H
Trigger1 = EnemyNear,GetHitVar(HitShakeTime)=0&&EnemyNear,vel Y!=0
Trigger2 = EnemyNear,StateNo=[5120,5121]
Trigger2 = EnemyNear,AnimTime<=-19
Trigger3 = (EnemyNear,StateNo=[5185,5196])||(EnemyNear,StateNo!=[5120,5121])&&P2StateType=L

[State -1,];K
Type = ChangeState
value = 1150+2*(var(58)=2&&P2BodyDist X*fvar(8)>150)
TriggerAll=!IsHelper
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(48)
TriggerAll=var(55)!=10
TriggerAll=ctrl
TriggerAll=MoveType!=H
TriggerAll=var(55)!=3
TriggerAll=P2StateType=A||P2StateType=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)>100||P2Dist X>0&&var(58)=1
TriggerAll=PrevStateNo!=36
TriggerAll=Pos y>-65
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear,vel y+EnemyNear,GetHitVar(Yaccel)*0.5)*1>-20)&&P2StateNo!=882&&(P2StateNo!=[1108,1119])&&P2MoveType=H
Trigger1 = EnemyNear,GetHitVar(HitShakeTime)=0
Trigger2 = EnemyNear,StateNo=[5120,5121]
Trigger2 = EnemyNear,AnimTime<=-13
Trigger3 = (EnemyNear,StateNo=[5185,5196])||(EnemyNear,StateNo!=[5120,5121])&&P2StateType=L
;
;󒆋NU
;

[State -1,A_S]
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4||fvar(39)
TriggerAll=StateType=A
TriggerAll=StateNo=100&&time>=10||StateNo=1500&&Time>=11
TriggerAll=P2StateType=L
TriggerAll=P2BodyDist X*fvar(8)=[-15,65]
TriggerAll=Random<=var(59)*100
Trigger1=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*7>-20&&var(55)!=20
Trigger2=EnemyNear,StateNo=[5120,5121]
Trigger2=(EnemyNear,AnimTime=[-7,-4])||var(55)=20&&Random<=var(59)*50

[State -1,A_K]
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4||fvar(39)
TriggerAll=StateType=A
TriggerAll=StateNo=100&&time>=10||StateNo=1500&&Time>=11
TriggerAll=P2StateType=L
TriggerAll=P2BodyDist X*fvar(8)=[-25,37]
TriggerAll=Random<=var(59)*100
Trigger1=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*7>-20
Trigger2=EnemyNear,StateNo=[5120,5121]
Trigger2=(EnemyNear,AnimTime=[-5,-1])||var(55)=20&&Random<=var(59)*100


;
;nډ 
;
[State -1,dash];cP~
Type = ChangeState
value = 1300;-100*(StateNo=100&&var(15)=1)
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||StateNo=52||StateNo=0||(StateNo=[11,22])||StateNo=100||StateNo=960
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
Trigger1 = var(55)=7
Trigger1 = StateNo=100&&var(15)=1

[State -1,dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=StateNo!=[100,101]
TriggerAll=ctrl||StateNo=52||StateNo=0||(StateNo=[11,22])||StateNo=960
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
Trigger1 = var(55)=7

[State -1,jump];jump
type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)<-70,41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=P2StateType=A
Trigger1 = fvar(30)>=13
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[-21-(var(55)=2)*10,75]
Trigger1 = var(55)=4

[State -1,jump];jump
type = ChangeState
value = 1150
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!var(48)
TriggerAll=var(58)=1
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=P2StateType=A||P2StateType=L
Trigger1 = var(55)=1&&(P2StateNo!=882&&(P2StateNo!=[1108,1119])&&!(Enemynear,vel X>0))

[State -3,step];obNWv
Type = ChangeState
value = 36
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=var(58)=1&&P2StateType=A
TriggerAll=var(50)=-128
TriggerAll=!var(48)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||(StateNo=[11,22])||(stateno=[100,101])&&var(58)=1
TriggerAll=StateNo!=[100,101]
TriggerAll=P2BodyDist X*fvar(8)<45
TriggerAll=ifelse(facing=1,(helper(60000+id),rootdist X),(helper(50000+id),rootdist X))>100
Trigger1 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*fvar(30)/2)*fvar(30)>0)
Trigger1 = P2StateNo!=882&&(P2StateNo!=[1108,1109])&&(!(Enemy,GetHitVar(hitshaketime))||NumHelper(1180)>0||NumHelper(1181)>0)
Trigger1 = P2StateType=A
Trigger2 = P2StateType=L

[State -1,dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100;(30+(P2StateNo=[5000,5110])*70)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||StateNo=52||(StateNo=[11,22])
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=100
TriggerAll=StateNo!=[100,101]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)>0+EnemyNear(floor(fvar(18))),vel X-50*(P2Dist X>0&&P2BodyDist Y>-30)||P2Dist X>0&&EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=1
TriggerAll=fvar(30)>4
TriggerAll=var(55)!=1||P2StateNo=882||(P2StateNo=[1108,1119])||Enemynear,vel X>0
Trigger1 = var(58)=1

[State -1,cemi];P~J
type = null;ChangeState
value = 1400+(StateType=A&&StateNo!=37)*50
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(55)=10
TriggerAll=var(58)=2
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-10,35]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*5.5)*11<65)||P2StateType!=A
TriggerAll=(P2StateNo!=[120,159])
Trigger1 = StateType!=A||StateNo=37
Trigger1 = Ctrl||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||ctrl&&(StateNo=[120,140])||StateNo=37||(StateNo=[110,115])&&Time>=5||StateNo=100||(stateno=[100,101])&&var(58)=1
Trigger2 = StateType=A
Trigger2 = Ctrl
[State -1,cemi];P~J
type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(58)=[1,2]
TriggerAll=var(55)!=1||var(58)=0
TriggerAll=var(55)!=100
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)=[40,95]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*6)*12<-120)
TriggerAll=(P2StateNo!=[120,159])&&fvar(30)>=12
Trigger1 = StateType!=A
Trigger1 = Ctrl||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||ctrl&&(StateNo=[120,140])

[State -1,cemi];P~J
type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(58)=1
TriggerAll=var(55)!=1||var(58)!=2
TriggerAll=var(55)!=100
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*6)*12<-50)
TriggerAll=(P2StateNo!=[120,159])&&fvar(30)>=12
TriggerAll= StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||ctrl&&(StateNo=[120,140])||(StateNo=[100,101])
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)=[40,60]
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)=[-20,60]
Trigger2 = (P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*3)*6=[-90,0])
Trigger2 = P2StateType=A&&P2Dist X>0&&P2StateNo!=882&&(P2StateNo!=[1108,1119])&&EnemyNear(floor(fvar(18))),vel X<=0
Trigger3 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)=[-20,60]
Trigger3 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<45
Trigger3 = P2StateType=A&&P2Dist X>0&&P2StateNo!=882&&(P2StateNo!=[1108,1119])&&EnemyNear(floor(fvar(18))),vel X<=0
[State -1,cemi];P~J
type = ChangeState
value = 1420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A||(StateNo=37&&(P2StateNo=[120,159]))
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(30)>=11
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)=[-30,23+(var(15)&&((stateno = [100,101])||(stateno = [35,41])))*(3.5+3*(P2StateNo=[120,159]))*11]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*5.5)*11=[-600,-50+135*(P2StateType!=A||StateNo=37)])
TriggerAll=EnemyNear(floor(fvar(18))),Pos y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*5.5)*11<=0
TriggerAll=(P2StateNo!=[120,159])||P2StateType!=A
Trigger1 = StateType!=A||StateNo=37
Trigger1 = Ctrl||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||ctrl&&(StateNo=[120,140])||StateNo=37||StateNo=100


[State -1,cemi];P~J
type = ChangeState
value = 1400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)=2
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(30)>=11
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)=[-10,40+(StateNo=100)*55]
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*5.5)*11=[-600,-120])
TriggerAll=(P2StateNo!=[120,159])
Trigger1 = StateType!=A||StateNo=37
Trigger1 = Ctrl||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||ctrl&&(StateNo=[120,140])||StateNo=37||StateNo=100

[State -1,cemi];P~J
type = ChangeState
value = 1300+(StateType=A&&StateNo!=37)*50
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(55)=10
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A||(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-(115*(P2StateType=C+1))
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)>-20
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*(15-4*(P2BodyDist X*fvar(8)<155))/2)*(15-4*(P2BodyDist X*fvar(8)<155))=[-115,60])||P2StateType!=A
TriggerAll=(P2StateNo!=[120,159])
Trigger1 = StateType!=A||StateNo=37
Trigger1 = Ctrl||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||ctrl&&(StateNo=[120,140])||StateNo=37||(StateNo=[110,115])&&Time>=5||StateNo=100||(stateno=[100,101])&&var(58)=1
Trigger1=var(58)!=1||(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear,GetHitVar(yaccel)*(15-4*(P2BodyDist X*fvar(8)<155))/2)*(15-4*(P2BodyDist X*fvar(8)<155))=[-115+45*(fvar(30)<12),60])
Trigger2 = StateType=A
Trigger2 = Ctrl


[State -1,2d];2D
type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=!var(56)
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=[1,2]
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=(P2StateNo=[120,159])&&P2StateType=A
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*11+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*66)=[-45,0]
TriggerAll=P2BodyDist X*fvar(8)=[0,78+(fvar(17)>30)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)+vel X*5*((stateno=[100,101])&&var(58)=1)]

[State -1,2k];2K
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<=var(59)*40||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2StateNo!=[5000,5120]
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=P2StateNo=[120,159]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-15,55+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)+vel X*3*((stateno=[100,101])&&var(58)=1)]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1,S_HS];HS
type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=P2StateNo!=1109&&(P2StateNo!=[1118,1119])
TriggerAll=P2StateType=A
TriggerAll=fvar(30)>=11
TriggerAll=var(58)=1&&StateNo=100
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)=[-21-(P2Dist X>0)*10,55+vel X*6*((stateno=[100,101])&&var(58)=1)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*5.5)*11=[-30-(fvar(30)<=11)*15,0]

[State -1,S_HS];HS
type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=var(58)!=1||P2BodyDist X*fvar(8)-vel X*6-(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)<45
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=P2StateNo!=1109&&(P2StateNo!=[1118,1119])
TriggerAll=P2StateType=A
TriggerAll=fvar(30)>=13
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[-21-(var(55)=2)*10,75+vel X*7*((stateno=[100,101])&&var(58)=1)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*6.5)*13=[-20-(fvar(30)<=13)*25,0]
Trigger2 = fvar(30)>=15
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*15)*(1-(Facing=Enemynear,Facing)*2)=[-21-(var(55)=2)*10,95+vel X*8*((stateno=[100,101])&&var(58)=1)]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*7.5)*15=[-20-(fvar(30)<=15)*25,0]

[State -1,jump];jump
type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<var(59)*35||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=Power>1000||Helper(780+id),var(45)
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=Helper(780+id),var(45)
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=(P2StateNo=[120,159])
TriggerAll=P2BodyDist X*fvar(8)=[-10,75]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = var(55):=19

[State -1,S_NS];S
type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=!var(56)
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=fvar(30)>=6;&&(P2StateType=A||Helper(780+id),var(45))
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=(P2StateNo=[120,159])||fvar(30)>=6
TriggerAll=P2BodyDist X*fvar(8)=[-30,32]
TriggerAll=P2BodyDist X*fvar(8)=[-10-(P2Dist X>0||P2StateType!=A&&P2Dist X<-1)*30,44+(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)+vel X*5*((stateno=[100,101])&&var(58)=1)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*3)*6=[-90-(fvar(30)<=7)*20+50*(var(58)!=1&&fvar(30)>7),0]
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)=0
Trigger2 = P2BodyDist Y*fvar(9)+(P2StateType=A)*(ifelse((P2StateNo=[120,159]),-0.5,-3.5*fvar(5))+EnemyNear,GetHitVar(yaccel)*(6-EnemyNear,GetHitVar(HitShakeTime))/2)*(6-EnemyNear,GetHitVar(HitShakeTime))=[-90-((fvar(30)<=7||(P2StateNo=[120,159])))*20,0]
Trigger2 = EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)=[1,5]
Trigger3 = P2BodyDist Y*fvar(9)=[-90-(fvar(30)<=7||(P2StateNo=[120,159]))*20,0]
Trigger3 = EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)>6
[State -1,6p];6P
type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=!var(56)
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=fvar(30)=9||fvar(30)>=9&&(P2StateType=A||Helper(780+id),var(45))||(P2StateNo=[1011,1019])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=(P2StateNo=[120,159])&&P2StateType=A||(P2StateNo=[1011,1019])||fvar(30)>=9
TriggerAll=P2BodyDist X*fvar(8)=[0-15*(P2Dist X>0),55+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)+vel X*5*((stateno=[100,101])&&var(58)=1)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*4.5)*9=[-65,0]

[State -1,5hs];5HS
type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=1
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=fvar(30)=13||fvar(30)>=13&&(P2StateType=A||Helper(780+id),var(45))||(P2StateNo=[1011,1019])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=(P2StateNo!=[120,159])&&fvar(30)>=13||(P2StateNo=[1011,1019])
TriggerAll=P2BodyDist X*fvar(8)=[0-65*(P2Dist X>0&&P2BodyDist Y>-75),65+(P2StateNo=[1011,1019])*25+(fvar(17)>30)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)+vel X*5*((stateno=[100,101])&&var(58)=1)]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1,5k];5K
type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=4&&var(55)!=1
TriggerAll=var(55)!=100
TriggerAll=!var(56)
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=fvar(30)=7||fvar(30)>=7&&(P2StateType=A||Helper(780+id),var(45))||(P2StateNo=[1011,1019])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=((P2StateNo!=[120,159])||P2StateType=A)&&fvar(30)>=7
TriggerAll=P2BodyDist X*fvar(8)=[-15,80+(fvar(17)<30&&P2StateType=A&&EnemyNear(floor(fvar(18))),vel x<=0)*45+(EnemyNear(floor(fvar(18))),vel x<0)*(EnemyNear,vel x*7)*(1-(Facing=Enemynear,Facing)*2)+vel X*5*((stateno=[100,101])&&var(58)=1)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*3.5)*7=[-80-(fvar(30)<=7)*20+50*(var(58)=1&&fvar(30)>7),0]
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)=0
Trigger2 = P2BodyDist Y*fvar(9)+(ifelse((P2StateNo=[120,159]),-0.5,-3.5*fvar(5))+EnemyNear,GetHitVar(yaccel)*(7-EnemyNear,GetHitVar(HitShakeTime))/2)*(7-EnemyNear,GetHitVar(HitShakeTime))=[-80-((fvar(30)<=7||(P2StateNo=[120,159])))*20,0]
Trigger2 = EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)=[1,6]
Trigger3 = P2BodyDist Y*fvar(9)=[-80-(fvar(30)<=7||(P2StateNo=[120,159]))*20,0]
Trigger3 = EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)>6
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*3.5)*7=[-90+50*(var(58)=1&&fvar(30)>7),0]
Trigger4 = EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)=0
Trigger4 = P2BodyDist X*fvar(8)=[-15,125+(EnemyNear(floor(fvar(18))),vel x<0)*(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger4 = P2BodyDist X*fvar(8)>65+(EnemyNear(floor(fvar(18))),vel x<0)*(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)
Trigger4 =P2StateNo!=[1108,1119]
[State -1,2hs];2HS
type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType=C||(P2stateNo=[150,156])
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=[1,2]
TriggerAll=!var(56)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=fvar(30)=11||fvar(30)>=11&&(P2StateType=A||Helper(780+id),var(45))||(P2StateNo=[1011,1019])
TriggerAll=fvar(30)>=11
TriggerAll=P2BodyDist X*fvar(8)=[0-65*(P2Dist X>0&&P2BodyDist Y>-75),78+(fvar(17)>30)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)+vel X*6*((stateno=[100,101])&&var(58)=1)]
Trigger1 = !P2BodyDist Y*fvar(9)


[State -1,2d];2D
type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=var(55)!=[1,2]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=fvar(30)>=11
TriggerAll=PrevStateNo!=960
TriggerAll=(P2StateNo=[120,159])&&P2StateType=A||(P2StateNo!=[120,159])&&fvar(30)>=11
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*5.5)*11=[-45+25*(fvar(30)>11),0]
TriggerAll=P2BodyDist X*fvar(8)=[0,78+(fvar(17)>30)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)+vel X*5*((stateno=[100,101])&&var(58)=1)]


[State -1,2s];2S
type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
;TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(30)=9||fvar(30)>=9&&(P2StateType=A||Helper(780+id),var(45))||(P2StateNo=[1011,1019])
TriggerAll=StateNo!=960
TriggerAll=EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)=0
TriggerAll=PrevStateNo!=960
TriggerAll=(P2StateNo!=[120,159])&&fvar(30)>=9
TriggerAll=P2BodyDist X*fvar(8)=[0,100-45*(var(58)=2&&(P2StateNo=[120,159]))+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)+vel X*6*((stateno=[100,101])&&var(58)=1)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*4.5)*9=[-22,0]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*4.5)*9=[-35,0]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*5)*10>0

[State -1,jump];_pjump
type = null;ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=P2StateType=A
TriggerAll=(P2StateNo=[1108,1119])
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*10)*20=[-130,-70]
TriggerAll=P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)>=110
Trigger1 = var(55)=1


[State -1,5p];5P
type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=var(55)!=2||fvar(30)<=6
TriggerAll=var(58)=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=P2StateNo!=1109&&(P2StateNo!=[1118,1119])
TriggerAll=fvar(30)=5||fvar(30)>=5&&(P2StateType=A||Helper(780+id),var(45))||(P2StateNo=[1011,1019])
TriggerAll=(P2StateNo!=[120,159])||StateNo=100||P2StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[0-65*(P2Dist X>0&&P2BodyDist Y>-75),40-(var(55)=1)*45+(fvar(17)>20)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)+vel X*2.5*((stateno=[100,101])&&var(58)=1)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*2.5)*5=[-45,0]
Trigger1 = Random<=var(59)*120

[State -1,5p];5P
type = ChangeState
value = 400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=var(55)!=2||fvar(30)<=6
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=P2StateNo!=1109&&(P2StateNo!=[1118,1119])
TriggerAll=fvar(30)=5||fvar(30)>=5&&(P2StateType=A||Helper(780+id),var(45))||(P2StateNo=[1011,1019])
TriggerAll=(P2StateNo=[120,159])||fvar(30)>=5
TriggerAll=P2BodyDist X*fvar(8)=[0-65*(P2Dist X>0&&P2BodyDist Y>-75),35-(var(55)=1)*45+(fvar(17)>20)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)+vel X*2.5*((stateno=[100,101])&&var(58)=1)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*2.5)*5=[-35,0]
Trigger1 = Random<=var(59)*120

[State -1,5p];5P
type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=var(55)!=2||fvar(30)<=6
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=P2StateNo!=1109&&(P2StateNo!=[1118,1119])
TriggerAll=fvar(30)=4||fvar(30)>=4&&(P2StateType=A||Helper(780+id),var(45))||(P2StateNo=[1011,1019])
TriggerAll=(P2StateNo=[120,159])||fvar(30)>=4
TriggerAll=P2BodyDist X*fvar(8)=[0-65*(P2Dist X>0&&P2BodyDist Y>-75),55-(var(55)=1)*45+(fvar(17)>20)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)+vel X*2.5*((stateno=[100,101])&&var(58)=1)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*2)*4=[-35+(var(55)=3||fvar(30)<=4)*70,0]
Trigger1 = Random<=var(59)*120
[State -1,jump];jump
type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!var(48)
TriggerAll=var(58)=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=P2StateType=A
Trigger1 = var(55)=1&&(P2StateNo!=882&&(P2StateNo!=[1108,1119])&&!(Enemynear,vel X>0))

[State -1,jump];jump
type = null;ChangeState
value = ifelse(P2BodyDist Y*fvar(9)<-70,41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=P2StateType=A
Trigger1 = fvar(30)=[8,10]
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-21-(var(55)=2)*10,45]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*8+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*36)=[-100,-43]
[State -1,jump];P~JpWv
type = null;ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=var(55)!=1||var(58)!=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)>120
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=(P2StateNo!=[120,159])&&fvar(30)>=15
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*10)*11=[-65,0]
[State -1,cemi];P~J
type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(58)=[1,2]
TriggerAll=var(55)!=1||var(58)!=2
TriggerAll=var(55)!=100
TriggerAll=P2StateType=A||(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-(115*(P2StateType=C+1))
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=P2BodyDist X*fvar(8)>70-80*((P2StateNo!=[1108,1119])&&P2Dist X>0&&EnemyNear(floor(fvar(18))),vel X<=0)
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*(16-4*(P2BodyDist X*fvar(8)>155))/2)*(16-4*(P2BodyDist X*fvar(8)>155))=[-115,60])||P2StateType!=A
TriggerAll=(EnemyNear(floor(fvar(18))),Pos y+(EnemyNear,vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*(15-4*(P2BodyDist X*fvar(8)>155))/2)*(15-4*(P2BodyDist X*fvar(8)>155))<-15)||P2StateType!=A
TriggerAll=(P2StateNo!=[120,159])&&fvar(30)>=(12+(P2BodyDist X*fvar(8)>100)*4)
Trigger1 = StateType!=A
Trigger1 = Ctrl||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||ctrl&&(StateNo=[120,140])

[State -1,cemi];P~J
type = ChangeState
value = 1300+(StateType=A&&StateNo!=37)*50
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=1
TriggerAll=var(58)=1
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A||(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-(115*(P2StateType=C+1))||(P2StateNo=[120,159])&&fvar(30)>=11&&!(Helper(780+id),var(45))&&PrevStateNo>200
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=NumHelper(50000+id)>0&&NumHelper(60000+id)>0
TriggerAll=var(55)!=1||ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>215
TriggerAll=(P2StateNo!=[120,159])&&fvar(30)>=(11+(P2BodyDist X*fvar(8)>100)*4)||(P2StateNo=[120,159])&&fvar(30)>=11&&!(Helper(780+id),var(45))&&PrevStateNo>200
TriggerAll=StateType!=A||StateNo=37
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||ctrl&&(StateNo=[120,140])||StateNo=37||StateNo=100||(stateno=[100,101])&&var(58)=1
Trigger1=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*(15-4*(P2BodyDist X*fvar(8)<155))/2)*(15-4*(P2BodyDist X*fvar(8)<155))=[-115,60])||P2StateType!=A
Trigger1=(EnemyNear(floor(fvar(18))),Pos y+(EnemyNear,vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*(15-4*(P2BodyDist X*fvar(8)<155))/2)*(15-4*(P2BodyDist X*fvar(8)<155))<-15)||P2StateType!=A
Trigger1=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear,GetHitVar(yaccel)*(15-4*(P2BodyDist X*fvar(8)<155))/2)*(15-4*(P2BodyDist X*fvar(8)<155))=[-115+45*(fvar(30)<12&&StateNo!=37),60])
Trigger1=!var(15)
Trigger2=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*(15-4*(P2BodyDist X*fvar(8)<195))/2)*(15-4*(P2BodyDist X*fvar(8)<195))=[-125,60])||P2StateType!=A
Trigger2=(EnemyNear(floor(fvar(18))),Pos y+(EnemyNear,vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*(15-4*(P2BodyDist X*fvar(8)<155))/2)*(15-4*(P2BodyDist X*fvar(8)<155))<-45+40*(StateNo=37))||P2StateType!=A
Trigger2=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear,GetHitVar(yaccel)*(15-4*(P2BodyDist X*fvar(8)<155))/2)*(15-4*(P2BodyDist X*fvar(8)<155))=[-115+45*(fvar(30)<12&&StateNo!=37),60])
Trigger2=var(15)
[State -1,cemi];P~J
type = ChangeState
value = 1300+(StateType=A&&StateNo!=37)*50
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=1
TriggerAll=var(58)!=1
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A||(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-(115*(P2StateType=C+1))||(P2StateNo=[120,159])&&fvar(30)>=11&&!(Helper(780+id),var(45))&&PrevStateNo>200
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=960
TriggerAll=NumHelper(50000+id)>0&&NumHelper(60000+id)>0
TriggerAll=var(55)!=1||ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>215
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*(15-4*(P2BodyDist X*fvar(8)<155))/2)*(15-4*(P2BodyDist X*fvar(8)<155))=[-115,60])||P2StateType!=A
TriggerAll=(EnemyNear(floor(fvar(18))),Pos y+(EnemyNear,vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*(15-4*(P2BodyDist X*fvar(8)<155))/2)*(15-4*(P2BodyDist X*fvar(8)<155))<-15)||P2StateType!=A
TriggerAll=(P2StateNo!=[120,159])&&fvar(30)>=(11+(P2BodyDist X*fvar(8)>100)*4)||(P2StateNo=[120,159])&&fvar(30)>=11&&!(Helper(780+id),var(45))&&PrevStateNo>200
Trigger1 = StateType!=A||StateNo=37
Trigger1 = Ctrl||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||ctrl&&(StateNo=[120,140])||StateNo=37||StateNo=100||(stateno=[100,101])&&var(58)=1
Trigger2 = StateType=A
Trigger2 = 0;Ctrl||(StateNo=[110,115])&&time>=6||StateNo=100&&time>=10||StateNo=1500&&Time>=11


[State -1,dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100;(30+(P2StateNo=[5000,5110])*70)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||StateNo=52||StateNo=0||(StateNo=[11,22])
TriggerAll=P2StateType!=L
TriggerAll=var(58)!=1
TriggerAll=var(55)!=100
TriggerAll=StateNo!=[100,101]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo!=[120,159])||Helper(780+id),var(45)||(NumHelper(1180)>0||NumHelper(1181)>0)&&(P2StateType!=A||P2BodyDist X*fvar(8)>100)
TriggerAll=(P2StateNo=[120,159])||(NumHelper(1180)>0||NumHelper(1181)>0)&&(P2StateType!=A||P2BodyDist X*fvar(8)>100)
TriggerAll=P2BodyDist X*fvar(8)>0
TriggerAll=fvar(30)>0
Trigger1 = (P2BodyDist X*fvar(8)=[0,65])&&(P2StateNo=[120,159])||NumHelper(1180)>0||NumHelper(1181)>0||var(55)=7
Trigger1 = !(fvar(30)>=6&&P2BodyDist X*fvar(8)<40)&&!(fvar(30)>=5&&P2BodyDist X*fvar(8)<65)

[State -1,dash];_bV
Type = ChangeState
value = 1500
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100;(30+(P2StateNo=[5000,5110])*70)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||StateNo=52||StateNo=0||(StateNo=[11,22])
TriggerAll=P2StateType!=L
TriggerAll=var(58)=1
TriggerAll=var(55)!=100
TriggerAll=StateNo!=[100,101]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=Helper(780+id),var(45)
TriggerAll=(P2StateNo=[120,159])
TriggerAll=P2BodyDist X*fvar(8)>0
TriggerAll=fvar(30)>0
Trigger1 = (P2BodyDist X*fvar(8)=[0+35*(fvar(17)>30),85])&&(P2StateNo=[120,159])

[State -1,2k];2K
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=4
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=fvar(30)=5||fvar(30)>=5&&(P2StateType=A||Helper(780+id),var(45))||(P2StateNo=[1011,1019])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-5-(P2Dist X>0||P2StateType!=A&&P2Dist X<-1)*50,65+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)+vel X*3*((stateno=[100,101])&&var(58)=1)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateNo=[120,159]
Trigger2 = EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)=0
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*2.5)*5=[-15,0]
Trigger2 = fvar(30)>=5

[State -1,2k];2D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<=var(59)*100||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2StateNo!=[5000,5120]
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo=[120,159]
TriggerAll=NumHelper(780+id)>0
TriggerAll=fvar(30)=11||fvar(30)>=11&&(P2StateType=A||Helper(780+id),var(45))||(P2StateNo=[1011,1019])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-15,65+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)+vel X*5*((stateno=[100,101])&&var(58)=1)]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -3,step];obNWv
Type = ChangeState
value = 36
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||(StateNo=[11,22])||(stateno=[100,101])&&var(58)=1
TriggerAll=StateNo!=[100,101]
TriggerAll=P2BodyDist X*fvar(8)<100
TriggerAll=ifelse(facing=1,(helper(60000+id),rootdist X),(helper(50000+id),rootdist X))>100
Trigger1 = (P2BodyDist Y*fvar(9)=[-20,20])&&P2StateNo!=880&&(P2StateNo!=[1108,1109])&&(!(Enemy,GetHitVar(hitshaketime))||NumHelper(1180)>0||NumHelper(1181)>0)
Trigger1 = P2StateType=A
Trigger2 = P2StateType=L

[State -1];O
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||StateNo=52||StateNo=0||StateNo=11
TriggerAll=StateNo!=21&&StateNo!=100
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=P2Dist X>0
Trigger1 = fvar(30)>=0
Trigger1 = P2BodyDist X*fvar(8)>0+(var(55)=1)*15
Trigger2 = P2StateNo=[231,233]

;
;nq 
;
;hp
[State -1,var(17)Jumpflg];WveXg
Type = varset
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
Trigger1 = (movecontact||fvar(28))
Trigger1 = StateNo=200||StateNo=210||StateNo=220||StateNo=230
Trigger2 = PrevStateNo!=[200,450]
Trigger2 = StateNo=1300
var(17) = 1
ignorehitPause = 1

[State -1,Jump];Wv
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=InGuardDist||(Helper(780+id),var(58))||movereversed
Trigger1 = (movecontact||movereversed||fvar(28))
Trigger1 = StateNo=200||StateNo=210||StateNo=220||StateNo=230
trigger2 = numhelper(780+id)
trigger2 = helper(780+id),sysvar(0)
trigger2 = (stateno = [200,236])||(stateno = [400,450])
trigger2 = (movecontact||movereversed||fvar(28))
[State -3,蒆ip]
Type = null;ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=var(59)>7||fvar(39)
TriggerAll=Random<=ifelse(var(59)*50>500||fvar(39),500,var(59)*50)||Power<1000&&Random<=var(59)*100
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2StateType!=A
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=220
Trigger1 = P2BodyDist X*fvar(8)>0
;Trigger2 = StateNo=210
;Trigger3 = StateNo=220
;Trigger4 = StateNo=225

;hpI
;
;R{

[State -1,S_HS];HS
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=!var(3)
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
TriggerAll=Helper(780+id),sysvar(0)=1
TriggerAll=P2StateType!=A
TriggerAll=fvar(30)>=13
TriggerAll=(stateno=[200,225])||stateno=400||stateno=420
Trigger1 = P2BodyDist X*fvar(8)=[-5-45*(P2Dist X>0),75-(StateNo=420)*25]

[State -1,S_HS];HS
Type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=!var(3)
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
TriggerAll=Helper(780+id),sysvar(0)=1
TriggerAll=P2StateType!=A
TriggerAll=fvar(30)>=11
TriggerAll=(stateno = [200,230])||(stateno = [400,420])
Trigger1 = P2BodyDist X*fvar(8)=[-5-45*(P2Dist X>0),65-(StateNo=230)*25]



[State -1,Jump];Wv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=MoveType!=H
TriggerAll=(P2BodyDist X*fvar(8)>0-45*(P2Dist X>0))
TriggerAll=var(56)<1
TriggerAll=Helper(780+id),sysvar(0)=1
TriggerAll=P2StateType!=A
TriggerAll=fvar(30)>=9+5-(var(58)=1)
TriggerAll=MoveContAct
Trigger1 = (stateno = [200,239])||(stateno = [400,450])

[State -1,cemi];cP~
type = ChangeState
value = ifelse((StateNo!=200&&StateNo!=210&&StateNo!=220&&StateNo!=230||fvar(30)=11),1420,37)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8&&Random<=var(59)*100||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=100
TriggerAll=fvar(30)>=11
TriggerAll=var(56)=0
TriggerAll=var(58)=1
TriggerAll=!var(3)
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
Trigger1 = (StateNo=[200,450])&&StateNo!=240
Trigger1 = P2BodyDist Y*fvar(9)+(P2StateType=A)*(-7*fvar(5)+0.52*5.5)*11=[-185,0]
Trigger1 = P2BodyDist X*fvar(8)<25+vel X*11*(StateNo!=200&&StateNo!=210&&StateNo!=220&&StateNo!=230||fvar(30)=11)+35*((StateNo=200||StateNo=210||StateNo=220||StateNo=230)&&fvar(30)>=12)
Trigger1 = P2Dist X>0&&vel X>0
Trigger1 = MoveGuarded||P2StateType=A
[State -1,S_HS];HS
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=!var(3)
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
TriggerAll=fvar(30)>=13
TriggerAll=P2BodyDist X*fvar(8)=[-5,75-(StateNo=420)*25+vel X*7]
Trigger1 = StateNo=205
Trigger1 = P2BodyDist Y*fvar(9)=[-15,0]
Trigger1 = MoveHit
Trigger2 = StateNo=420
Trigger2 = P2StateType!=A
Trigger2 = MoveHit
Trigger3 = 1;var(58)=2
Trigger3 = MoveGuarded
Trigger3 = StateNo=420||StateNo=205||StateNo=220
Trigger3 = P2StateType!=A

[State -1,cemi];cP~
type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8&&Random<=var(59)*100||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=var(55)=8
TriggerAll=fvar(30)>=11
TriggerAll=var(56)=0
TriggerAll=var(58)=2
TriggerAll=!var(3)
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A;||(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-120&&P2StateType=S
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
Trigger1 = StateNo=220||StateNo=210
Trigger1 = P2BodyDist Y*fvar(9)<-85
Trigger1 = P2BodyDist X*fvar(8)<16
Trigger1 = MoveHit
Trigger1 = fvar(17)<20


[State -1,cemi];cP~
type = ChangeState
value = ifelse((StateNo!=200&&StateNo!=210&&StateNo!=220&&StateNo!=230||fvar(30)=11),1420,37)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8&&Random<=var(59)*100||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=100
TriggerAll=fvar(30)>=11
TriggerAll=var(56)=0
TriggerAll=var(58)=1
TriggerAll=!var(3)
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
Trigger1 = (StateNo=[200,450])&&StateNo!=240
Trigger1 = P2BodyDist Y*fvar(9)+(P2StateType=A)*(-7*fvar(5)+0.52*5.5)*11=[-185,0]
Trigger1 = P2BodyDist X*fvar(8)<25+vel X*11*(StateNo!=200&&StateNo!=210&&StateNo!=220&&StateNo!=230||fvar(30)=11)+35*((StateNo=200||StateNo=210||StateNo=220||StateNo=230)&&fvar(30)>=12)
Trigger1 = P2Dist X>0&&vel X>0
Trigger1 = MoveGuarded||P2StateType=A
[State -1,cemi];P~J
type = null;ChangeState
value = 1400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=fvar(30)>=11
TriggerAll=var(56)=0
TriggerAll=!var(3)
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A;||(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-120&&P2StateType=S
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
Trigger1 = (StateNo=[200,230])||(StateNo=[400,450])
Trigger1 = P2BodyDist Y*fvar(9)+(-7*fvar(5)+0.52*5.5)*11+(-3.5*fvar(5)+0.52*(20*fvar(25)-6)/2)*(20*fvar(25)-6)=[-110,0]
Trigger1 = P2BodyDist X*fvar(8)=[-25,39-(fvar(17)>10)*9]
Trigger1 = MoveHit
[State -1,S_NS];S
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=!var(3)
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
Trigger1 = (StateNo=[200,210])||(StateNo=[400,410])
Trigger1 = P2BodyDist X=[-5,32-(fvar(17)<20)*10]
Trigger1 = P2BodyDist Y*fvar(9)=[-75-25*(var(58)=2),0]


[State -1,cemi];P~J
type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=100
TriggerAll=fvar(30)>=11
TriggerAll=var(56)=0
TriggerAll=!var(3)
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A;||(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-120&&P2StateType=S
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
Trigger1 = StateNo=220
Trigger1 = P2BodyDist Y*fvar(9)=[-25,0]
Trigger1 = P2BodyDist X*fvar(8)>-30-(MoveHit)*20
Trigger1 = MoveHit
Trigger1 = fvar(17)<20



[State -1,Jump];Wv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=fvar(5)<=0.95
TriggerAll=(P2BodyDist X*fvar(8)>30)
TriggerAll=var(56)<1
Trigger1 = P2BodyDist Y*fvar(9)=[-75,0]
Trigger1 = StateNo=230
Trigger1 = P2StateType=A
Trigger1 = MoveHit
Trigger1 = fvar(30)>=15

[State -1,Jump];Wv
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)<-70,41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=(P2BodyDist X*fvar(8)=[-18,65-(fvar(17)<20)*15])||StateNo=230&&P2StateType!=A
TriggerAll=var(56)<1
Trigger1 = StateNo=220||StateNo=230||StateNo=210
Trigger1 = P2StateType=A
Trigger1 = MoveHit
Trigger1 = fvar(30)>=11
Trigger2 = (var(59)>8&&Random<=var(59)*50)
Trigger2 = StateNo=220
Trigger2 = MoveGuarded
Trigger2 = Power>1020||Helper(780+id),var(45)
Trigger2 = P2StateType!=A
Trigger2 = var(55):=19
Trigger3 = StateNo=230
Trigger3 = P2StateType!=A
Trigger3 = MoveHit||MoveGuarded&&var(58)=2&&var(50)<128
Trigger3 = var(55):=19

[State -1,cemi];P~J
type = ChangeState
value = ifelse((StateNo=220||StateNo=230),37,1300)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=fvar(30)>=11
TriggerAll=var(56)=0
TriggerAll=!var(3)
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
Trigger1 = 0;(StateNo=[200,230])||(StateNo=[400,440])
Trigger1 = P2BodyDist Y*fvar(9)+(-7*fvar(5)+0.52*5.5)*11+(-3.5*fvar(5)+0.52*(20*fvar(25)-6)/2)*(20*fvar(25)-6)=[-110,0]
Trigger1 = P2BodyDist X*fvar(8)>-30-(MoveHit)*20
Trigger1 = MoveHit
Trigger2 = 0;StateNo=450
Trigger2 = MoveHit
Trigger2 = P2StateNo!=[5070,5071]
Trigger3 = Helper(780+id),var(45)=0
Trigger3 = MoveGuarded
Trigger3 = (StateNo=[200,230])||(StateNo=[400,450])
Trigger3 = var(58)!=1
[State -1,S];S
Type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=!var(30)
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
Trigger1 = StateNo=230||StateNo=430||StateNo=420
Trigger1 = P2BodyDist X*fvar(8)=[-5,78]
Trigger1 = MoveHit
Trigger1 = fvar(30)>=20
Trigger2 = StateNo=230||StateNo=430
Trigger2 = P2BodyDist X*fvar(8)=[-5,98]
Trigger2 = MoveGuarded=1&&Random<=var(59)*33
Trigger2 = P2StateType!=A&&var(58)!=1
Trigger3 = StateNo=450
Trigger3 = P2BodyDist X*fvar(8)=[-5,98]
Trigger3 = MoveHit&&(fvar(5)=1.00||var(21))
Trigger3 = P2StateNo=[5070,5072]
Trigger4 = StateNo=236&&var(58)=1
Trigger4 = P2BodyDist X*fvar(8)=[-65,78]
Trigger4 = P2BodyDist Y*fvar(9)+(-6*fvar(5)+0.52*10)*20=[-45,0]
Trigger4 = MoveHit
Trigger4 = fvar(30)>=20
[State -1,2d];2D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=100
TriggerAll=P2BodyDist X*fvar(8)=[-5,75]
TriggerAll=var(56)<1
Trigger1 = (var(59)>8&&(Random=[var(59)*50,var(59)*80]))
Trigger1 = StateNo=220
Trigger1 = MoveGuarded
Trigger1 = Power>1020
[State -1,HS];HS
Type = ChangeState
value = 1050
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=!var(30)
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
Trigger1 = StateNo=230||StateNo=430
Trigger1 = P2BodyDist X*fvar(8)=[-5,78]
Trigger1 = MoveGuarded=1&&(Random=[var(59)*33,var(59)*49])&&var(58)!=1
Trigger2 = StateNo=230||StateNo=430||StateNo=420
Trigger2 = P2BodyDist X*fvar(8)=[-5,128]
Trigger2 = fvar(30)=[12,15]
Trigger2 = MoveGuarded&&P2StateType!=A
Trigger2 = Power>499
Trigger2 = var(58)=2
Trigger3 = StateNo=236&&var(58)=1
Trigger3 = P2BodyDist X*fvar(8)=[-65,158]
Trigger3 = P2BodyDist Y*fvar(9)+(-6*fvar(5)+0.52*14)*28=[-45,0]
Trigger3 = MoveHit
Trigger3 = fvar(30)>=20
[State -1,S_6P];6P
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=!var(3)
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
TriggerAll=var(55)!=100
TriggerAll= P2BodyDist X*fvar(8)=[-5,45-7*(StateNo=210)-5*(fvar(17)>20)+vel X*5]
TriggerAll= StateNo=200||(StateNo=[210,220])||(StateNo=[400,410])
Trigger1 = MoveHit
Trigger1 = P2StateType!=A||StateNo=410
Trigger2 = MoveGuarded
Trigger2 = P2StateType=A

[State -1,C_HS];2HS
Type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=!var(3)
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveGuarded
TriggerAll=fvar(30)>=11
Trigger1 = (StateNo=[200,230])||(StateNo=[400,420])
Trigger1 = P2BodyDist X*fvar(8)=[-5,55+vel X*6]
Trigger1 = P2StateType!=A

[State -1,jamp];P~pWv
Type = null;ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=!var(3)
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
TriggerAll=fvar(30)>=15
Trigger1 = (StateNo=[210,220])||StateNo=230
Trigger1 = P2BodyDist Y*fvar(9)=[-140,0]
Trigger1 = MoveHit
Trigger1 = P2StateType=A


[State -1,cemi];P~J
type = null;ChangeState
value = 1400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=fvar(30)>=11
TriggerAll=var(56)=0
TriggerAll=!var(3)
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A;||(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-120&&P2StateType=S
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
Trigger1 = (StateNo=[200,230])||(StateNo=[400,440])
Trigger1 = P2BodyDist Y*fvar(9)<0
Trigger1 = P2BodyDist X*fvar(8)=[-5,39-(fvar(17)>10)*9]
Trigger1 = MoveHit

[State -1,cemi];P~J
type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=fvar(30)>=12
TriggerAll=var(56)=0
TriggerAll=var(58)=1&&var(15)&&vel X<3.5
TriggerAll=!var(3)
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A||(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-120&&P2StateType=S
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
Trigger1 = (StateNo=[200,230])&&StateNo!=205&&StateNo!=225
Trigger1 = P2BodyDist Y*fvar(9)+(-7*fvar(5)+0.52*5.5)*11+(-3.5*fvar(5)+0.52*(20*fvar(25)-6)/2)*(20*fvar(25)-6)=[-110,0]
Trigger1 = P2BodyDist X*fvar(8)>-30-(MoveHit>=1)*20
Trigger1 = MoveHit

[State -1,cemi];P~J
type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4&&Random<=var(59)*100||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=fvar(30)>=11
TriggerAll=var(56)=0
TriggerAll=!var(3)
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A||(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<-120&&P2StateType=S
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct=1&&var(59)<10||MoveContAct&&var(59)>=10
Trigger1 = (StateNo=[200,230])||(StateNo=[400,440])
Trigger1 = P2BodyDist Y*fvar(9)+(-7*fvar(5)+0.52*5.5)*11+(-3.5*fvar(5)+0.52*(20*fvar(25)-6)/2)*(20*fvar(25)-6)=[-110,0]
Trigger1 = P2BodyDist X*fvar(8)>-30-(MoveHit)*20
Trigger1 = MoveHit
Trigger2 = StateNo=450
Trigger2 = MoveHit
Trigger2 = P2StateNo!=[5070,5071]
Trigger3 = (StateNo=[200,230])||(StateNo=[400,450])
Trigger3 = Helper(780+id),var(45)=0
Trigger3 = MoveGuarded
Trigger3 = fvar(30)>=11
Trigger3 = var(58)!=1

[State -1,C_D];2D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=!var(3)
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
Trigger1 = (StateNo=[200,230])||(StateNo=[420,430])
Trigger1 = P2BodyDist X*fvar(8)=[-5,75]
Trigger1 = MoveHit
Trigger1 = P2StateType!=A

[State -1,C_HS];2S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=!var(3)
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
Trigger1 = (StateNo=[200,220])||(StateNo=[400,410])
Trigger1 = P2BodyDist X*fvar(8)=[-5,85-45*(var(58)=2)]
Trigger1 = P2StateType!=A

[State -1,C_HS];2S
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=!var(3)
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
Trigger1 = (StateNo=[200,200])||(StateNo=[400,400])
Trigger1 = P2BodyDist X*fvar(8)=[-5,75]
Trigger1 = P2BodyDist Y*fvar(9)>-85
Trigger1 = P2StateType=A

[State -1,jump];Wv
Type = ChangeState
value = 36
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=var(56)=0
TriggerAll=!var(3)
TriggerAll=!var(48)
TriggerAll=var(55)!=100
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveGuarded
Trigger1 = StateNo=230
Trigger1 = P2StateType!=A
[State -1,Jump];z[~OWv
Type = ChangeState
value = 241
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=MoveHit
Trigger1 = StateNo=240
Trigger1 = numtarget(240)

;
;󒆖ډ 
;
[State -3,AirDash];_bV
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
;TriggerAll=var(13)<2||stateno=1203&&time>=8
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=PrevStateNo!=37
TriggerAll=ctrl||(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl||StateNo=961||stateno=1203&&time>=8
triggerAll=pos y<=ifelse(vel y<0,-30,-10)||Helper(780+id),sysvar(0)=1
Trigger1 = PrevStateNo=38
Trigger2 = 0;var(55)=3&&P2BodyDist X*fvar(8)>(35+(fvar(17)<22&&EnemyNear,Pos Y>-65)*40)
Trigger3 = StateNo=961&&var(55)!=10||PrevStateNo=961
Trigger4 = var(55)=20
Trigger4 = P2StateType!=A&&P2StateType!=L
Trigger4 = (P2StateNo=[5000,5120])||(P2StateNo=[120,159])&&var(58)=2
Trigger5 = stateno=1203&&time>=8&&P2MoveType=H&&((P2StateNo!=[120,159])||Time=8&&Random<250)
Trigger6 = P2MoveType=H;(P2StateNo=[120,159])
Trigger6 = NumHelper(1180)>0
Trigger6 = Helper(1180),MoveContAct
Trigger6 = fvar(30)>=14
Trigger7 = P2MoveType=H;(P2StateNo=[120,159])
Trigger7 = NumHelper(1181)>0
Trigger7 = Helper(1181),MoveContAct
Trigger7 = fvar(30)>=14
Trigger8 = P2MoveType=H;(P2StateNo=[120,159])
Trigger8 = Helper(780+id),sysvar(0)=1||pos y>-35-10*(P2StateType=S)-Vel y*3.2*(vel y<0)
Trigger8 = P2Dist X>0
Trigger8 = P2BodyDist X*fvar(8)<(130+65*(fvar(30)>=13))*(1+0.2*(Helper(780+id),sysvar(0)=1))
Trigger8 = fvar(30)>=10
Trigger8 = P2StateType!=A&&P2StateType!=L
Value = 110

[State -1,s-kyougen];
Type = ChangeState
value = ifelse(P2BodyDist X*fvar(8)<25,1200,1210)
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=A
TriggerAll=var(55)=20
TriggerAll=var(12)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=ctrl
Trigger1 = P2BodyDist Y*fvar(9)=[30-(P2BodyDist X*fvar(8)<35)*20,90]
Trigger1 = P2BodyDist X*fvar(8)=[-15-(fvar(17)<20)*35,75]

[State -3,AirDash];_bV
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl||stateno=1203&&time>=8
triggerAll=pos y<=ifelse(vel y<0,-35,-10)
Trigger1 = PrevStateNo=36
Value = 115
[State -1,s-kyougen];
Type = ChangeState
value = 1200+10*(P2BodyDist X*fvar(8)>10)+10*(P2BodyDist X*fvar(8)>40)
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType=A
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
Trigger1 = P2BodyDist Y*fvar(9)=[-20,90]
Trigger1 = P2BodyDist X*fvar(8)=[0-(fvar(17)<20)*35,90]
Trigger1 = stateno=1203&&time>=8
Trigger1 = fvar(17)<20

[State -1,A_D]
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28));||(StateNo=110||StateNo=115)&&Time>=5
TriggerAll=var(55)!=20
TriggerAll=Helper(780+id),sysvar(0)!=1
TriggerAll=P2BodyDist X*fvar(8)=[-20,140]
Trigger1=var(55)=19;P2StateNo=[120,159]
;Trigger1=PrevStateNo=39
Trigger2=0;P2StateNo=[5000,5120]
Trigger2=P2StateType!=A
Trigger2=var(55)=6

[State -3,A-HS];S
Type = null;ChangeState
value = 1450
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=PrevStateNo!=[36,38]
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=StateNo=100&&time>=10||StateNo=1500&&Time>=11
TriggerAll=P2BodyDist X*fvar(8)=[-15,75+vel x*14+(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=var(55)=7
TriggerAll=var(58)=2
TriggerAll=P2BodyDist Y*fvar(9)=[-65,55]
Trigger1 = StateNo=100

[State -3,A-HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=PrevStateNo!=[36,38]
;TriggerAll=(P2StateNo!=[120,159])
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=5);||StateNo=100&&time>=10||StateNo=1500&&Time>=11
TriggerAll=P2BodyDist X*fvar(8)=[-15,75+vel x*14+(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = 0;P2BodyDist Y*fvar(9)=[-65,55]
Trigger1 = fvar(30)=14||StateNo=110&&Time>=10
Trigger1 = var(55)=3
Trigger2 = fvar(17)<20
Trigger2 = var(58)=2
Trigger2 = fvar(30)>=12
Trigger2 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*12+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*6)*12=[-55,20]
Trigger2 = !var(11)||StateNo=110

[State -3,A-HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=PrevStateNo!=[36,38]
;TriggerAll=(P2StateNo!=[120,159])
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=5);||StateNo=100&&time>=10||StateNo=1500&&Time>=11
TriggerAll=P2BodyDist X*fvar(8)=[-15,75+vel x*14+(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)-(fvar(23)<=14)*(vel Y+0.55*(14-fvar(23))/2)*14+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*7)*14=[-65,35]
Trigger1 = fvar(30)=14||StateNo=110&&Time>=10||var(58)=2&&fvar(30)>=12
Trigger1 = var(55)=3
Trigger2 = fvar(17)<20
Trigger2 = var(58)=2
Trigger2 = fvar(30)>=12
Trigger2 = P2BodyDist Y*fvar(9)-(vel y+Const(MoveMent.Yaccel)*6)*12+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*6)*12=[-25,30]
Trigger2 = !var(11)||StateNo=110
[State -3,A-HS];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=PrevStateNo!=[36,38]
TriggerAll=var(55)!=3||fvar(30)<8
TriggerAll=!(var(55)=20&&(P2StateNo=[5000,5120]))||var(55)=21||fvar(30)<8
TriggerAll=var(55)!=20||fvar(30)<8
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=5)||StateNo=100&&time>=10||StateNo=1500&&Time>=11
TriggerAll=Pos Y+(fvar(23)<=5)*(vel Y+0.55*(5-fvar(23))/2)*(5-fvar(23))<0
TriggerAll=P2BodyDist X*fvar(8)=[-10-35*(P2Dist X>0),35+vel X*5*(StateNo!=100)+3.5*5*(StateNo=100)-45*(StateNo=100&&(fvar(30)>8||Helper(780+id),var(30)=1))]
TriggerAll=P2BodyDist Y*fvar(9)=[-55-(vel y<0)*55,65]
TriggerAll=fvar(30)>=5-(var(58)=1)
Trigger1 = fvar(30)=5&&var(55)=21
Trigger2 = fvar(30)=[5,7]
Trigger3 = Pos Y+(fvar(23)<=6)*(vel Y+0.55*(6-fvar(23))/2)*(6-fvar(23))>0&&StateNo!=100||fvar(30)=5-(var(58)=1)
Trigger4 = StateNo=110
Trigger4 = Pos Y+(fvar(23)<=22-2*(var(58)=2))*(vel Y+0.55*(22-2*(var(58)=2)-fvar(23))/2)*(22-2*(var(58)=2)-fvar(23))>0||fvar(30)<8||(P2StateNo=[120,159])&&var(58)=2
Trigger4 = Pos Y+(fvar(23)<=21-(var(58)=1))*(vel Y+0.55*(21-(var(58)=1)-fvar(23))/2)*(21-(var(58)=1)-fvar(23))>0||fvar(30)<8||(P2StateNo=[120,159])&&var(58)=2

[State -3,A-HS];S
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(58)=2
TriggerAll=PrevStateNo!=[36,38]
;TriggerAll=!(var(55)=20&&var(12))
TriggerAll=!(var(55)=20&&(P2StateNo=[5000,5120]))||StateNo=110
;TriggerAll=(P2StateNo!=[120,159])
TriggerAll=StateNo=100&&time>=10||StateNo=1500&&Time>=11
TriggerAll=P2BodyDist X*fvar(8)=[-10,75-(StateNo=100&&(NumHelper(1180)>0||NumHelper(1181)>0))*35]
Trigger1 = fvar(30)>=12
Trigger1 = Pos Y+(vel y!=0)*(Const(MoveMent.Yaccel)*72)>0

[State -3,A-HS];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=3||fvar(30)<14
TriggerAll=PrevStateNo!=[36,38]
TriggerAll=var(55)!=20
TriggerAll=!(var(55)=20&&(P2StateNo=[5000,5120]))||StateNo=110
TriggerAll=fvar(30)>=8
TriggerAll=Pos Y+(fvar(23)<=8)*(vel Y+0.55*(8-fvar(23))/2)*(8-fvar(23))<0||var(55)=20||var(28)
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=5)||StateNo=100&&time>=10||StateNo=1500&&Time>=11
TriggerAll=P2BodyDist X*fvar(8)=[-10-35*(P2Dist X>0),105+vel X*8*(StateNo!=100)+3.5*8*(StateNo=100)-115*(StateNo=100&&(fvar(30)>8||Helper(780+id),var(30)=1))]
Trigger1 = fvar(30)>=8||(var(55)=[20,21]);&&(var(55)!=2||var(11))||var(55)=2&&fvar(30)=8
Trigger1 = P2BodyDist Y*fvar(9)=[-55-(vel y<0)*55,65]
Trigger1 = var(55)!=21
Trigger2 = var(55)=21
Trigger2 = fvar(30)<=4
Trigger3 = Pos Y+(fvar(23)<=9)*(vel Y+0.55*(9-fvar(23))/2)*(9-fvar(23))>0&&StateNo!=100||fvar(30)=8
Trigger4 = StateNo=110
Trigger4 = Pos Y+(fvar(23)<=22-2*(var(58)=2))*(vel Y+0.55*(22-2*(var(58)=2)-fvar(23))/2)*(22-2*(var(58)=2)-fvar(23))<0||Pos Y+(fvar(23)<=21-(var(58)=1))*(vel Y+0.55*(21-(var(58)=1)-fvar(23))/2)*(21-(var(58)=1)-fvar(23))<0
Trigger5 = Pos Y+(fvar(23)<=5)*(vel Y+0.55*(5-fvar(23))/2)*(5-fvar(23))>0
Trigger5 = var(28)
Trigger5 = var(55)!=20

[State -1,j];KpWv
type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=!var(48)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A
TriggerAll=(P2StateNo!=[120,159])&&(NumHelper(1180)>0||NumHelper(1181)>0)&&(P2StateType=A&&P2BodyDist X*fvar(8)>=100)
TriggerAll=StateType!=A
TriggerAll=(P2StateNo!=[1107,1118])&&!(P2StateNo=1119&&EnemyNear(floor(fvar(18))),vel y<=0)
TriggerAll=!(P2StateNo=882&&EnemyNear(floor(fvar(18))),Pos y<0&&EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=15+10*(EnemyNear(floor(fvar(18))),Pos y)/1.04)
TriggerAll=EnemyNear(floor(fvar(18))),Pos y<-35
TriggerAll=Ctrl||(StateNo=[11,22])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||ctrl&&(StateNo=[120,140])
Trigger1 = Random<=var(59)*100

[State -1,];K
type = ChangeState
value = 1150+2*(var(58)=2&&P2BodyDist X*fvar(8)>210)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=!var(48)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=Pos y>-250
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(PrevStateNo!=[36,38])||(PrevStateNo=37)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(P2StateNo!=[120,159])&&(NumHelper(1180)>0||NumHelper(1181)>0)&&(P2StateType=A||P2BodyDist X*fvar(8)<=100)
TriggerAll=Random<=var(59)*(PrevStateNo=37)*100
Trigger1 = P2BodyDist X*fvar(8)>80
Trigger1 = StateType=A
Trigger1 = Ctrl||(StateNo=[110,115])&&time>=6;||StateNo=100&&time>=10||StateNo=1500&&Time>=11
[State -1,cemi];P~J
type = ChangeState
value = 1300+(StateType=A&&StateNo!=37)*50
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(55)!=3
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(55)!=1||var(58)!=2
TriggerAll=PrevStateNo!=[36,38]
TriggerAll=P2StateType=A||(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<(-80*(P2StateType=C+1))&&P2StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=960
TriggerAll=P2BodyDist X*fvar(8)>75;-25*(fvar(17)<22)
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*10)*11=[-70+(StateType=A)*60,0])
TriggerAll=(P2StateNo!=[120,159])&&fvar(30)>=(11+(P2BodyDist X*fvar(8)>100)*6)
Trigger1 = StateType=A
Trigger1 = Ctrl||(StateNo=[110,115])&&time>=6||StateNo=100&&time>=10||StateNo=1500&&Time>=11

;
;󒆌q 
;
;hp
[State -1,AirJump];2iWv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=NumHelper(780+id)>0
TriggerAll=InGuardDist||(Helper(780+id),var(58))||MoveReverSed
TriggerAll=MoveContAct||MoveReverSed
Trigger1 = StateNo=620||StateNo=640

;
;
;R{

[State -1];E
Type = ChangeState
value = 3100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>8&&Random<=var(59)*100)||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!var(40)
TriggerAll=Power>1999
TriggerAll=fvar(30)>=7
TriggerAll=StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!(Helper(780+id),var(45))
TriggerAll=P2MoveType=H&&(P2StateNo=[150,156])
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*4)*(1-(Facing=Enemynear,Facing)*2)=[-25,25]
TriggerAll=P2BodyDist Y*fvar(9)=[-45,40]
TriggerAll=Pos Y>-65
TriggerAll=(Pos Y+(fvar(23)<6)*(vel y+0.55*(6-fvar(23))/2)*(6-fvar(23))/3.5)<0
Trigger1 = StateNo=[600,640]
Trigger1 = MoveGuarded
Trigger1 = var(50)>115||fvar(17)>45
[State -3,cemi];P~J
Type = ChangeState
value = 1450
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=var(58)=2
TriggerAll=RoundState=2
TriggerAll=StateType=A
;TriggerAll=P2StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
;TriggerAll=(P2StateNo!=[120,159])
TriggerAll=P2BodyDist X*fvar(8)=[-85,55]
TriggerAll=fvar(30)>=11
TriggerAll=MoveContAct
Trigger1 = StateNo=620||StateNo=630||StateNo=610
Trigger1 = (fvar(23)=[1,6])

[State -1,s-kyougen];
Type = ChangeState
value = 1200
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType=A
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveHit
Trigger1 = P2BodyDist Y*fvar(9)=[0,90]
Trigger1 = P2BodyDist X*fvar(8)=[0-(fvar(17)<20)*35,30]
Trigger1 = StateNo=630
Trigger1 = fvar(17)<20

[State -1,s-kyougen];
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType=A
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveHit
TriggerAll=fvar(30)>=15
TriggerAll=P2BodyDist Y*fvar(9)+(-3.5*fvar(5)+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*7.5)*15=[-135,30]
TriggerAll=P2Dist X>0
TriggerAll=P2BodyDist X*fvar(8)-vel X*13<14
Trigger1 = StateNo=630
Trigger1 = fvar(17)<20

[State -1,s-kyougen];
Type = ChangeState
value = 1200+10*(P2BodyDist X*fvar(8)>30||var(11))+10*(P2BodyDist X*fvar(8)>60)
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType=A
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveHit
Trigger1 = P2BodyDist Y*fvar(9)=[0,90]
Trigger1 = P2BodyDist X*fvar(8)=[0-(fvar(17)<20)*35,90]
Trigger1 = StateNo=630
Trigger1 = fvar(17)<20
[State -1,s-kyougen];S
Type = ChangeState
value = ifelse(fvar(17)<20&&var(58)!=2,1210,1220)
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=A
TriggerAll=var(55)=21
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=Pos Y<-45
TriggerAll=!(Helper(780+id),sysvar(0)=1)
TriggerAll=MoveHit
Trigger1 = P2BodyDist Y*fvar(9)=[30-(P2BodyDist X*fvar(8)<35)*20,90]
Trigger1 = P2BodyDist X*fvar(8)=[0-(fvar(17)<20)*35,50]
Trigger1 = StateNo=620||StateNo=630

[State -1,hs-kyougen];P
Type = ChangeState
value = 1200
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=Pos Y<-25 
Trigger1 = MoveHit
Trigger1 = StateNo=630&&var(55)=5
Trigger1 = P2StateType=A
Trigger2 = MoveGuarded
Trigger2 = StateNo=640
Trigger2 = var(11)||var(12)||var(58)=2
Trigger2 = power<999
Trigger3 = P2BodyDist Y*fvar(9)>90
Trigger3 = P2BodyDist X*fvar(8)<5
Trigger3 = MoveHit
Trigger3 = StateNo=620
Trigger3 = P2StateType!=A


[State -3,A-HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=20
TriggerAll=P2MoveType=H
;TriggerAll=(P2StateNo!=[120,159])
TriggerAll=P2BodyDist X*fvar(8)=[-20-(fvar(17)<20)*40,75]
TriggerAll=fvar(30)>=12||(P2StateNo=[120,159])
TriggerAll=P2BodyDist Y*fvar(9)=[-45,65+(P2StateType!=A)*45]
TriggerAll=StateNo=620
Trigger1 = Movehit
Trigger1 = fvar(17)<20
Trigger1 = var(58)=2
Trigger1 = Pos Y+(fvar(23)<=14-2*(var(58)=2))*(vel Y+0.55*(14-2*(var(58)=2)-fvar(23))/2)*(14-2*(var(58)=2)-fvar(23))<0

[State -1,AirJamp];QiWv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=!var(12)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=StateNo=620||StateNo=640
Trigger1 = MoveHit
Trigger1 = P2BodyDist Y*fvar(9)<11
Trigger1 = P2StateType=A
Trigger1 = var(55)!=5
Trigger2 = (var(59)=[2,10])||(Helper(780+id),var(45))
Trigger2 = 0;var(55)=20
Trigger2 = MoveGuarded=1
Trigger2 = Random<=var(59)*30


[State -3,cemi];P~J
Type = ChangeState
value = 1450
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=var(58)=2
TriggerAll=StateType=A
TriggerAll=P2StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=P2BodyDist X*fvar(8)=[-85,55]
TriggerAll=fvar(30)>=11
TriggerAll=Movehit
Trigger1 = StateNo=620||StateNo=630
Trigger1 = (fvar(23)=[1,6])||PrevStateNo=110&&StateNo!=630


[State -3,A-S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-10-25*(P2Dist X>0),75+vel X*8]
TriggerAll=fvar(30)>=8
TriggerAll=StateNo=610||StateNo=600
TriggerAll=MoveContAct
TriggerAll=P2BodyDist Y*fvar(9)=[-45,35+(P2StateType!=A||!MoveGuarded)*45]
Trigger1 = var(55)!=20||var(55)=21&&fvar(30)=8
Trigger1 = var(58)=2&&fvar(23)>8
Trigger2 = Pos Y+(fvar(23)<=9)*(vel Y+0.55*(9-fvar(23))/2)*(9-fvar(23))>0||fvar(30)=8
[State -3,A-HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=20
TriggerAll=P2MoveType=H
;TriggerAll=(P2StateNo!=[120,159])
TriggerAll=P2BodyDist X*fvar(8)=[-20-(P2Dist X>0)*40,95+vel X*12]
TriggerAll=fvar(30)>=14-2*(var(58)=2)
TriggerAll=P2BodyDist Y*fvar(9)=[-45,65+(P2StateType!=A)*45]
TriggerAll=Pos Y+(fvar(23)<=14-2*(var(58)=2))*(vel Y+0.55*(14-2*(var(58)=2)-fvar(23))/2)*(14-2*(var(58)=2)-fvar(23))<0
TriggerAll=StateNo=620
Trigger1 = MoveContAct
Trigger1 = Pos Y+(fvar(23)<=14-2*(var(58)=2))*(vel Y+0.55*(14-2*(var(58)=2)-fvar(23))/2)*(14-2*(var(58)=2)-fvar(23))<0
Trigger2 = MoveGuarded=1&&P2StateType!=A&&Random<=var(59)*10
Trigger3 = Movehit
Trigger3 = var(55)=5||PrevStateno=110&&Pos y<-45

[State -3,A-HS];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(55)!=21
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
;TriggerAll=(P2StateNo!=[120,159])
TriggerAll=P2BodyDist X*fvar(8)=[-10,75]
TriggerAll=P2BodyDist Y*fvar(9)=[-45,25+(P2StateType!=A)*45]
TriggerAll=Helper(780+id),var(45)=1
Trigger1 = StateNo=620
Trigger1 = MoveGuarded=1
Trigger1 = P2StateType!=A
Trigger1 = Random<=var(59)*20
[State -3,A-HS];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=20
TriggerAll=P2MoveType=H
;TriggerAll=(P2StateNo!=[120,159])
TriggerAll=P2BodyDist X*fvar(8)=[-10-(P2Dist X)*40,45+vel X*5]
TriggerAll=P2BodyDist Y*fvar(9)=[-45,25+(P2StateType!=A)*45]
TriggerAll=Pos Y+(fvar(23)<=5)*(vel Y+0.55*(5-fvar(23))/2)*(5-fvar(23))<0
TriggerAll=fvar(30)>=5
TriggerAll=StateNo=620
Trigger1 = MoveGuarded=[1,4]
Trigger1 = P2StateType!=A
Trigger1 = Random<=var(59)*(10+12*(vel Y=0))
Trigger2 = MoveHit
Trigger2 = var(55)=5
Trigger3 = MoveContAct
Trigger3 = Pos Y+(fvar(23)<=6)*(vel Y+0.55*(6-fvar(23))/2)*(6-fvar(23))>0||fvar(30)=5
Trigger4 = MoveGuarded
Trigger4 = P2StateType=A
Trigger5 = MoveContAct
Trigger5 = Pos Y+(fvar(23)<=14-2*(var(58)=2))*(vel Y+0.55*(14-2*(var(58)=2)-fvar(23))/2)*(14-2*(var(58)=2)-fvar(23))>0
Trigger5 = Pos Y+(fvar(23)<=13-(var(58)=1))*(vel Y+0.55*(13-(var(58)=1)-fvar(23))/2)*(13-(var(58)=1)-fvar(23))<0||Pos Y+(fvar(23)<=6-(var(58)=1))*(vel Y+0.55*(6-(var(58)=1)-fvar(23))/2)*(6-(var(58)=1)-fvar(23))>0

[State -3,A-HS];K
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
;TriggerAll=(P2StateNo!=[120,159])
TriggerAll=P2BodyDist X*fvar(8)=[-10-(P2Dist X>0)*40,65+vel X*5]
TriggerAll=P2BodyDist Y*fvar(9)-(fvar(23)<=5)*(vel Y+0.55*(5-fvar(23))/2)*(5-fvar(23))=[-45,25+(P2StateType!=A)*45]
TriggerAll=Pos Y+(fvar(23)<=5)*(vel Y+0.55*(5-fvar(23))/2)*(5-fvar(23))<0
TriggerAll=StateNo=610
TriggerAll=fvar(30)>=5
Trigger1 = MoveContAct
Trigger1 = Pos Y+(fvar(23)<=6)*(vel Y+0.55*(6-fvar(23))/2)*(6-fvar(23))>0||fvar(30)=5
[State -3,cemi];P~J
Type = ChangeState
value = 1470
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=P2BodyDist X*fvar(8)=[-20,20+vel X*5.5*(var(15)>0)]
TriggerAll=var(58)=1
TriggerAll=fvar(30)>=11
TriggerAll=Movehit
Trigger1 = StateNo=620||StateNo=630||StateNo=640&&Power<=999&&var(11)
Trigger1 = var(55)!=3
Trigger1 = fvar(30)=11||P2BodyDist Y*fvar(9)<=-78||Pos Y>-6-(vel y>0)*2||!var(11)
Trigger2 = var(55)=3
Trigger2 = StateNo=630
Trigger2 = fvar(30)=11||Pos Y>-6-(vel y>0)*2||P2BodyDist Y*fvar(9)<=-78
Trigger3 = StateNo=630
Trigger3 = fvar(30)>=11&&var(58)=2;P2BodyDist Y*fvar(9)<=-78

[State -3,cemi];P~J
Type = ChangeState
value = 1350
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=P2BodyDist X*fvar(8)>-10
TriggerAll=fvar(30)>=11
TriggerAll=Movehit
TriggerAll=P2BodyDist Y*fvar(9)=[-85,25-41*(var(58)=2)]
Trigger1 = StateNo=620||StateNo=630||StateNo=640&&Power<=999&&var(11)
Trigger1 = var(55)!=3
Trigger1 = fvar(30)=11||P2BodyDist Y*fvar(9)<=-78||Pos Y>-6-(vel y>0)*2||!var(11)
Trigger2 = var(55)=3
Trigger2 = StateNo=630
Trigger2 = fvar(30)=11||Pos Y>-6-(vel y>0)*2||P2BodyDist Y*fvar(9)<=-78
Trigger3 = StateNo=630
Trigger3 = fvar(30)>=11&&var(58)=2;P2BodyDist Y*fvar(9)<=-78

[State -3,cemi];P~J
Type = ChangeState
value = 1220
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=P2BodyDist X*fvar(8)>-10
TriggerAll=fvar(30)>=11
TriggerAll=Movehit
TriggerAll=P2BodyDist Y*fvar(9)=[-85,25]
Trigger1 = StateNo=630
Trigger1 = var(58)=2
[State -3,cemi];P~J
Type = ChangeState
value = 1350
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=var(58)=2
TriggerAll=StateType=A
TriggerAll=P2StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=P2BodyDist Y*fvar(8)>-20
TriggerAll=fvar(30)>=11
TriggerAll=Movehit
Trigger1 = StateNo=640
[State -3,cemi];P~J
Type = ChangeState
value = 1450
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=var(58)=2
TriggerAll=StateType=A
TriggerAll=P2StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo!=[120,159])
TriggerAll=P2BodyDist X*fvar(8)=[-85,45]
TriggerAll=P2BodyDist Y*fvar(8)<-10
TriggerAll=fvar(30)>=11
TriggerAll=Movehit
Trigger1 = StateNo=640

[State -1];E
Type = ChangeState
value = 3100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>8&&Random<=var(59)*100)||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!var(40)
TriggerAll=Power>999
TriggerAll=StateType=A
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*4)*(1-(Facing=Enemynear,Facing)*2)=[-100,100]
TriggerAll=P2BodyDist Y*fvar(9)=[-100,100]
Trigger1 = StateNo=640
Trigger1 = Movehit
Trigger1 = P2StateNo!=[120,159]
Trigger1 = var(50)>=-35
Trigger2 = StateNo=[600,640]
Trigger2 = MoveContAct||var(29)
Trigger2 = (Pos Y+(fvar(23)<6)*(vel y+0.55*(6-fvar(23))/2)*(6-fvar(23))/3.5)>0
Trigger2 = InGuardDist||(Helper(780+id),var(58))||StateNo!=620&&var(28)>0
Trigger3 = StateNo=620
Trigger3 = MoveHit||var(29)
Trigger3 = var(21)
;
;Ԃ
;
[State -3];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(33)>=1.5
TriggerAll=Power<PowerMax/2
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*18)*(1-(Facing=Enemynear,Facing)*2)=[-55,55]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*17)*18=[-130,0]
TriggerAll=Alive
TriggerAll=P2StateNo!=[120,155]
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),ctrl
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*40
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])
Trigger2 = (Time<=1&&MoveType=A)
Trigger2 = StateNo=[200,640]
Trigger2 = PrevStateNo!=[200,640]


[State -1];
Type = ChangeState
value = 3000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=!var(40)
TriggerAll=P2StateNo!=[120,159]
TriggerAll=Ctrl||(StateNo=[11,22])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||ctrl&&(StateNo=[120,140])
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*8
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-9,92]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1];E
Type = ChangeState
value = 3100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=Power>999
TriggerAll=!var(40)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||StateNo=100&&time>=10||StateNo=1500&&Time>=11
TriggerAll=P2StateNo!=[120,159]
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),ctrl
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*4
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*4)*(1-(Facing=Enemynear,Facing)*2)=[-100,100]
Trigger1 = P2BodyDist Y*fvar(9)=[-100,100]

;
;nړ 
;
[State -3,C];Ⴊ(ްސؑւ˂Ă)
Type = ChangeState
value = 11
ctrl=0
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[120,155]
TriggerAll=StateNo!=[120,155]
TriggerAll=fvar(38)=1
TriggerAll=fvar(38)>0
TriggerAll=StateNo=0
TriggerAll=ctrl
;TriggerAll=InGuardDist||(Helper(780+id),var(58))
Trigger1 = Random<var(59)*20||var(59)>9


[State -3,S];Ⴊ݉(ްސؑւ˂Ă)
Type = ChangeState
value = 0
ctrl=1
TriggerAll=!IsHelper
;TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
Trigger1 = fvar(38)=[2,3]
Trigger1 = StateNo=[11,12]
Trigger1 = Random<var(59)*20||var(59)>9
Trigger2 = StateNo=[21,22]
Trigger2 = P2Dist X < 0||RoundState!=2
Trigger3 = fvar(38)<0
Trigger3 = StateNo=11

[State -1,Jump];_bVpWv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateNo!=[120,155]
TriggerAll=Random<var(59)*100
TriggerAll=fvar(17)<20
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[80,180]
TriggerAll=P2StateType!=A
Trigger1 = NumHelper(1180)>0
Trigger1 = (Helper(1180),vel x)>0
Trigger2 = NumHelper(1181)>0
Trigger2 = (Helper(1181),vel x)>0

[State -1,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=fvar(38)!=-6
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||(StateNo=[11,22])
TriggerAll=StateNo!=[100,101]
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(fvar(38)=[-4,-1])
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[80,180]
Trigger1 = P2StateType!=A
Trigger1 = NumHelper(1180)>0
Trigger1 = (Helper(1180),vel x)>0
Trigger2 = fvar(38)<0
Trigger2 = var(59)>9
Trigger3 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[80,180]
Trigger3 = P2StateType!=A
Trigger3 = NumHelper(1181)>0
Trigger3 = (Helper(1181),vel x)>0
Trigger4 = P2BodyDist X*fvar(8)>80&&var(58)=1

[State -3,Walk];O
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=var(58)!=1||var(55)=100
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||StateNo=11||StateNo=22
TriggerAll=StateNo!=[100,101]
Trigger1 = StateNo=22
Trigger1 = P2BodyDist X*fvar(8)>=180
Trigger2 = var(55)=100
Trigger2 = P2BodyDist X*fvar(8)>=0
[State -3,Walk];
Type = ChangeState
value = 22
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=var(55)!=100
TriggerAll=P2StateType!=L
TriggerAll=var(58)!=1
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||StateNo=11||StateNo=21
TriggerAll=StateNo!=[100,101]
TriggerAll=P2BodyDist X*fvar(8)<160
Trigger1 = BackEdgeBodyDist>26
Trigger2 = StateNo=21

[State -1,BackStep];obNXebv
Type = ChangeState
value = 105
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)=[0,59]
Trigger1 = fvar(25)<(0.9-(var(50)>-80)*0.05)
Trigger1 = var(55)=2
Trigger1 = BackEdgeBodyDist>26
;
;n㗧ZU 
;
[State -3,T];
Type  = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>1
TriggerAll=fvar(34)!=1
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(Ctrl||fvar(28)) || (StateNo = 5120 && animtime = 0)||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H||(P2StateNo=[120,139])
TriggerAll=P2StateNo!=40
TriggerAll=P2BodyDist X*fvar(8)=[-23,23]
Trigger1 = Random<ifelse(var(59)>9,var(59)*100,var(59)*30)
Trigger2 = (P2StateNo=[120,159])
Trigger2 = Random<var(59)*25||var(59)>10
Value = ifelse((fvar(24)=[3,4]),800,805)

;
;i
[State -1,6p];2K
type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*70
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2StateType!=S||Random<var(59)*10
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[0,44+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)

;
;
;i

[State -1,S_D];D
type = ChangeState
value = 240
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[5,10]
TriggerAll=fvar(38)>0
TriggerAll=var(55)!=100
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[45,85+(EnemyNear(floor(fvar(18))),vel x*25)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=C
Trigger1 = Random<var(59)*4

[State -1,S_D];D
type = ChangeState
value = 1500
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[5,11]
TriggerAll=fvar(38)>0
TriggerAll=var(55)!=100
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),var(45)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[55,95+(EnemyNear(floor(fvar(18))),vel x*25)*(1-(Facing=Enemynear,Facing)*2)+vel X*5]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=C
Trigger1 = Random<var(59)*5
;
;
;
[State -1,6p];6P
type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*6
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[0,40+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)+vel X*5*((stateno=[100,101])&&var(58)=1)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9=[-65,0]

[State -1,6p];S
type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*5
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-5,32]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1,6p];2S
type = ChangeState
value = 420-197*(var(58)=2)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*4
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-5,95+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)+vel X*5*((stateno=[100,101])&&var(58)=1)]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1,6p];2S
type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*4
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-5,55+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)+vel X*3*((stateno=[100,101])&&var(58)=1)]
Trigger1 = !P2BodyDist Y*fvar(9)
[State -1,S];؂r
type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)=[3,9])&&Random<var(59)*7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=100
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=52&&!Time)||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(stateno=[100,101])&&var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2StateNo!=105
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-5,132+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1,cemij];P~JpWv
type = null;ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=var(55)!=100
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*11=[-65,0]
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||ctrl&&(StateNo=[120,140])
TriggerAll=Random<=var(59)*3
Trigger1 = P2StateType=A||P2StateType!=A&&(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<80
Trigger2 = P2BodyDist X*fvar(8)>140


[State -1,cemi];P~J
type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=var(55)!=100
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!(var(58)=1&&(StateNo=[100,101])&&P2Dist X<165)
TriggerAll=P2StateType=A||P2StateType!=A&&(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<(-80*(P2StateType=C+1))
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*11=[-65,0])||P2StateType!=A
TriggerAll=Random<=var(59)*(3+(StateNo=37)*97)
Trigger1 = StateType!=A||StateNo=37
Trigger1 = Ctrl||(StateNo=[11,22])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||ctrl&&(StateNo=[120,140])||StateNo=37||(stateno=[100,101])&&var(58)=1

[State -1,cemi];P~J
type = ChangeState
value = 1420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=var(55)!=100
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=(var(58)=1&&(StateNo=[100,101])&&(P2BodyDist X=[0,75]))
TriggerAll=P2StateType=A||P2StateType!=A&&(EnemyNear(floor(fvar(18))),Const(Size.Head.Pos.Y))<(-80*(P2StateType=C+1))
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*11=[-65,0])||P2StateType!=A
TriggerAll=Random<=var(59)*(3+(StateNo=37)*97)
Trigger1 = StateType!=A||StateNo=37
Trigger1 = Ctrl||(StateNo=[11,22])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||ctrl&&(StateNo=[120,140])||StateNo=37||(stateno=[100,101])&&var(58)=1

[State -1,j];KpWv
type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4
TriggerAll=!var(48)
TriggerAll=var(55)!=100
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*11=[-65,0]
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||ctrl&&(StateNo=[120,140])||(stateno=[100,101])&&var(58)=1
TriggerAll=Random<=var(59)*3
Trigger1 = P2BodyDist X*fvar(8)>140+65*(var(58)=1&&StateNo=100)

[State -1,];K
type = ChangeState
value = 1150+2*(var(58)=2&&P2BodyDist X*fvar(8)>210)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>4
TriggerAll=!var(48)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=Pos y>-250
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*11=[-65,45])||P2StateType!=A&&Pos y>=-100
TriggerAll=Random<=var(59)*(3+(PrevStateNo=39)*97)
Trigger1 = P2BodyDist X*fvar(8)>120
Trigger1 = StateType=A
Trigger1 = Ctrl||(StateNo=[110,115])&&time>=6||StateNo=100&&time>=10||StateNo=1500&&Time>=11

;
;󒆈ړ
;

[State -1,AirJump];QiWv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=var(55)!=40
TriggerAll=ctrl
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2StateNo!=[120,155]
Trigger1 = 0;StateNo!=[120,155]
Trigger1 = numHelper(50000+id)>0
Trigger1 = !(Helper(50000+id),var(59))
Trigger1 = vel y>0
Trigger1 = P2BodyDist Y*fvar(9)=[-100,99]
Trigger1 = Random<var(59)*5
Trigger2 = InGuardDist||(Helper(780+id),var(58))
Trigger2 = P2StateType!=A
Trigger2 = EnemyNear(floor(fvar(18))),Stateno>199
Trigger2 = PrevStateNo!=37

[State -1,AirDash];_bV
Type = null;ChangeState
value = 110
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=!var(11)
TriggerAll=StateType=A
triggerall = pos y <= ifelse(vel y < 0,-35,-10)
triggerall = pos y >=-50
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)>140
Trigger1 = Random<var(59)*9

[State -1,AirBackDash];_bV
Type = null;ChangeState
value = 115
TriggerAll=!IsHelper
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=var(59)>0
TriggerAll=!var(11)
TriggerAll=StateType=A
triggerall = pos y <= ifelse(vel y < 0,-35,-10)
TriggerAll=(StateNo=[50,59]);||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(StateNo=[120,140])&&Ctrl
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)=[0,180]
Trigger1 = Random<var(59)*7


;
;󒆗ZU 
;
[State -1,AirT];󒆓
type = ChangeState
value = 850
triggerall = !ishelper
TriggerAll=RoundState=2
TriggerAll=var(59)>1
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
triggerall = statetype = A
triggerall = (ctrl||fvar(28))
TriggerAll=P2BodyDist X*fvar(8)=[-42,60-(var(58)=2)*12]
TriggerAll=P2BodyDist Y*fvar(9)=[-79,19]
triggerall = p2statetype = A
triggerall = p2movetype != H
Trigger1 = Random<var(59)*70
Trigger2 = (P2StateNo=[120,140])||(P2StateNo=[5200,5210])||(StateNo=[5200,5210])
Trigger2 = Random<var(59)*140
;I

;
;_bV
[State -3,A-K];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*20)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=((StateNo=110||StateNo=115)&&Time>=5);||StateNo=100&&time>=10||StateNo=1500&&Time>=11
TriggerAll=P2BodyDist X*fvar(8)-vel x*(5-(StateNo=115)*0)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[-10,45]
TriggerAll=P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5=[-25,55+(P2StateType!=A)*(vel y>0)*25]
Trigger1 =1

[State -3,A-HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*20)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=((StateNo=110||StateNo=115)&&Time>=5);||StateNo=100&&time>=18
TriggerAll=P2BodyDist X*fvar(8)-vel x*(13-(StateNo=115)*7)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[-10,55]
TriggerAll=P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*11)*12=[-25,25+(P2StateType!=A)*(vel y>=0)*35]
Trigger1 =1

[State -3,A-S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*20)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=((StateNo=110||StateNo=115)&&Time>=5);||StateNo=100&&time>=10||StateNo=1500&&Time>=11
TriggerAll=P2BodyDist X*fvar(8)-vel x*(9-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-10,75]
TriggerAll=P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9=[-15,25+(P2StateType!=A)*(vel y>=0)*35]
Trigger1 =1

;
;

[State -1,A_D]
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8&&Random<=var(59)*100
TriggerAll=StateType=A
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(ctrl||fvar(28));||(StateNo=110||StateNo=115)&&Time>=5
TriggerAll=var(55)!=25
TriggerAll=var(55)!=20
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=MoveType!=H
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-20,85]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(Helper(780+id),var(45))
Trigger1=PrevStateNo=39


[State -3,A-HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*20)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!(vel y<0&&P2StateType!=A)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=5)||StateNo=100&&time>=18
TriggerAll=P2BodyDist X*fvar(8)-(StateNo!=100)*(vel x*(13-(StateNo=115)*7)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2))=[-10,75]
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y*11+Const(MoveMent.Yaccel)*66)=[-25,55-(vel y<0)*25]

[State -3,A-S];S
Type = ChangeState
value = 620-10*(var(55)=20)
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*20)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H||fvar(30)<10&&var(55)=20
TriggerAll=!(vel y<0&&P2StateType!=A)||var(55)=20
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>=5)||StateNo=100&&time>=10||StateNo=1500&&Time>=11||(StateNo=[120,132])&&var(55)=20
TriggerAll=var(55)=20||(P2BodyDist X*fvar(8)-(StateNo!=100)*(vel x*(9-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2))=[-30,75])
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*8=[-25,55-(vel y<0)*35]
Trigger2 = var(55)=20

[State -3,A-S];S
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=(var(59)>0&&Random<=var(59)*20)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(55)!=25
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H||(Helper(780+id),var(45))
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=100&&time>=10||StateNo=1500&&Time>=11
TriggerAll=P2BodyDist X*fvar(8)-(StateNo!=100)*(vel x*(5-(StateNo=115)*4)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2))=[-70,35]
Trigger1 = P2BodyDist Y*fvar(9)=[-55-(vel y<0)*55,65]
;
;AIpO@AI fwdWalk
;
[Statedef 21]
Type    = S
physics = S
sprpriority = 0
Ctrl = 0

[State 20, 1]
type = poweradd
triggerall = p2dist x > 0
trigger1 = anim = 20
value = ceil(2*fvar(37))

[State 20, 1]
type = VelSet
Trigger1=1
x = const(velocity.walk.fwd.x)*ifelse((palno=11||var(34)),2,1)*ifelse(helper(780+id),sysvar(0),1.2,1)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5 && Anim != 810
trigger2 = Anim = 5 && AnimTime = 0
trigger3 = Anim = 810 && AnimTime = 0
value = 20

[State 200]
type = PlaySnd
trigger1 = Anim = 20 || Anim = 21
trigger1 = Animelemtime(3) = 1
value = 20, 0
;
;AIp@AI BackWalk
;
[Statedef 22]
Type    = S
physics = S
sprpriority = 0
Ctrl = 0

[State 20, 2]
type = VelSet
Trigger1=1
x = const(velocity.walk.back.x)*ifelse((palno=11||var(34)),2,1)*ifelse(helper(780+id),sysvar(0),1.2,1)


[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5 && Anim != 810
trigger2 = Anim = 5 && AnimTime = 0
trigger3 = Anim = 810 && AnimTime = 0
value = 21

[State 200]
type = PlaySnd
trigger1 = Anim = 20 || Anim = 21
trigger1 = Animelemtime(3) = 1
value = 20, 0


; Jump Start
[Statedef 35]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 2

[State -1];ڲ԰͐Kެ߂
Type = ChangeState
value = 40
Trigger1=var(59)<=0
Trigger1=!fvar(39)

[State 40, 4]
type = Varset
trigger1 = (prevstateno = [0,26])
var(33) = 1
persistent = 0
ignorehitpause = 1

[State 40, 4]
type = Varset
trigger1 = (prevstateno != [0,22])
var(33) = 0
persistent = 0
ignorehitpause = 1

[State 40, 1]
type = hitby
trigger1 = Time >= 0
value = SCA ,AA ,AP
time = 1

;================================================================================
[State 40, 1]
type = VarSet
triggerAll = Time = 0
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-25-(backedgebodydist<20)*45,40]
sysvar(1) = 0

[State 40]
type = VarSet
TriggerAll=!Time
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)>40
Trigger2 = P2StateType=L
sysvar(1) = 1

[State 40]
type = VarSet
TriggerAll=AnimTime = 0
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)<-25
sysvar(1) = -1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 40, 1]
type = VarSet
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12
sysvar(0) = -1

[State -2]
type = turn
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12
ignorehitpause = 1
persistent = 0

;================================================================================

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno != 100
trigger1 = prevstateno != 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 230||(helper(780+id),sysvar(0)&&(prevstateno=[200,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 230||(helper(780+id),sysvar(0)&&(prevstateno=[200,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

[State 40, 4]
type = varset
triggerall = time = 0
trigger1 = command = "highjump"
var(12) = 1

[State 40, 4]
type = velset
trigger1 = var(12) = 0
trigger1 = animtime = 0
y = const(velocity.jump.y)

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-3

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 0.75

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -0.75

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno=11||var(34)
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 2.5

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno=11||var(34)
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -2.5

[State 50, 2]
type = varset
trigger1 = AnimTime = 0
trigger1 = sysvar(1) = -1
var(15) = 0

[State 40, 4]
type = varset
trigger1 = animtime = 0
var(17) = 0

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[Statedef 36]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 2

[State -1];ڲ԰͐Kެ߂
Type = ChangeState
value = 40
Trigger1=var(59)<=0
Trigger1=!fvar(39)

[State 40, 4]
type = Varset
trigger1 = (prevstateno = [0,26])
var(33) = 1
persistent = 0
ignorehitpause = 1

[State 40, 4]
type = Varset
trigger1 = (prevstateno != [0,22])
var(33) = 0
persistent = 0
ignorehitpause = 1

[State 40, 1]
type = hitby
trigger1 = Time >= 0
value = SCA ,AA ,AP
time = 1

;================================================================================
[State 40, 1]
type = VarSet
triggerAll = Time = 0
Trigger1 = 0;P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-25-(backedgebodydist<20)*45,45]
sysvar(1) = 0

[State 40]
type = VarSet
TriggerAll=!Time
Trigger1 = 0;P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)>45
Trigger2 = 0;P2StateType=L
sysvar(1) = 1

[State 40]
type = VarSet
TriggerAll=AnimTime = 0
Trigger1 = 1
sysvar(1) = -1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 40, 1]
type = VarSet
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12
sysvar(0) = -1

[State -2]
type = turn
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12
ignorehitpause = 1
persistent = 0

;================================================================================

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno != 100
trigger1 = prevstateno != 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 230||(helper(780+id),sysvar(0)&&(prevstateno=[200,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 230||(helper(780+id),sysvar(0)&&(prevstateno=[200,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

[State 40, 4]
type = varset
triggerall = time = 0
trigger1 = command = "highjump"
var(12) = 1

[State 40, 4]
type = velset
trigger1 = var(12) = 0
trigger1 = animtime = 0
y = const(velocity.jump.y)

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-3

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 0.75

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -0.75

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno=11||var(34)
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 2.5

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno=11||var(34)
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -2.5

[State 50, 2]
type = varset
trigger1 = AnimTime = 0
trigger1 = sysvar(1) = -1
var(15) = 0

[State 40, 4]
type = varset
trigger1 = animtime = 0
var(17) = 0

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

; Jump Start
[Statedef 37]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 2

[State -1];ڲ԰͐Kެ߂
Type = ChangeState
value = 40
Trigger1=var(59)<=0
Trigger1=!fvar(39)

[State 40, 4]
type = Varset
trigger1 = (prevstateno = [0,26])
var(33) = 1
persistent = 0
ignorehitpause = 1

[State 40, 4]
type = Varset
trigger1 = (prevstateno != [0,22])
var(33) = 0
persistent = 0
ignorehitpause = 1

[State 40, 1]
type = hitby
trigger1 = Time >= 0
value = SCA ,AA ,AP
time = 1

;================================================================================
[State 40, 1]
type = VarSet
triggerAll = Time = 0
Trigger1 = 0;P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-25-(backedgebodydist<20)*45,50]
sysvar(1) = 0

[State 40]
type = VarSet
TriggerAll=!Time
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)>50
Trigger2 = P2StateType=L
Trigger3 = P2MoveType=H
sysvar(1) = 1

[State 40]
type = VarSet
TriggerAll=AnimTime = 0
Trigger1 = P2MoveType!=A
Trigger1 = P2MoveType!=H
sysvar(1) = -1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 40, 1]
type = VarSet
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12
sysvar(0) = -1

[State -2]
type = turn
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12
ignorehitpause = 1
persistent = 0

;================================================================================

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno != 100
trigger1 = prevstateno != 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 230||(helper(780+id),sysvar(0)&&(prevstateno=[200,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 230||(helper(780+id),sysvar(0)&&(prevstateno=[200,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

[State 40, 4]
type = varset
triggerall = time = 0
trigger1 = command = "highjump"
var(12) = 1

[State 40, 4]
type = velset
trigger1 = var(12) = 0
trigger1 = animtime = 0
y = const(velocity.jump.y)

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-3

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 0.75

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -0.75

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno=11||var(34)
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 2.5

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno=11||var(34)
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -2.5

[State 50, 2]
type = varset
trigger1 = AnimTime = 0
trigger1 = sysvar(1) = -1
var(15) = 0

[State 40, 4]
type = varset
trigger1 = animtime = 0
var(17) = 0

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

; Jump Start
[Statedef 38]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 2

[State -1];ڲ԰͐Kެ߂
Type = ChangeState
value = 40
Trigger1=var(59)<=0
Trigger1=!fvar(39)

[State 40, 4]
type = Varset
trigger1 = (prevstateno = [0,26])
var(33) = 1
persistent = 0
ignorehitpause = 1

[State 40, 4]
type = Varset
trigger1 = (prevstateno != [0,22])
var(33) = 0
persistent = 0
ignorehitpause = 1

[State 40, 1]
type = hitby
trigger1 = Time >= 0
value = SCA ,AA ,AP
time = 1

;================================================================================
[State 40, 1]
type = VarSet
triggerAll = Time = 0
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-25-(backedgebodydist<20)*45,50]
sysvar(1) = 0

[State 40]
type = VarSet
TriggerAll=!Time
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)>50
Trigger2 = P2StateType=L
sysvar(1) = 1

[State 40]
type = VarSet
TriggerAll=AnimTime = 0
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)<-25
sysvar(1) = -1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 40, 1]
type = VarSet
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12
sysvar(0) = -1

[State -2]
type = turn
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12
ignorehitpause = 1
persistent = 0

;================================================================================

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno != 100
trigger1 = prevstateno != 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 230||(helper(780+id),sysvar(0)&&(prevstateno=[200,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 230||(helper(780+id),sysvar(0)&&(prevstateno=[200,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

[State 40, 4]
type = varset
triggerall = time = 0
trigger1 = command = "highjump"
var(12) = 1

[State 40, 4]
type = velset
trigger1 = var(12) = 0
trigger1 = animtime = 0
y = const(velocity.jump.y)

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-3

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 0.75

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -0.75

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno=11||var(34)
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 2.5

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno=11||var(34)
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -2.5

[State 50, 2]
type = varset
trigger1 = AnimTime = 0
trigger1 = sysvar(1) = -1
var(15) = 0

[State 40, 4]
type = varset
trigger1 = animtime = 0
var(17) = 0

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

; Jump Start
[Statedef 39]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 2

[State -1];ڲ԰͐Kެ߂
Type = ChangeState
value = 40
Trigger1=var(59)<=0
Trigger1=!fvar(39)

[State 40, 4]
type = Varset
trigger1 = (prevstateno = [0,26])
var(33) = 1
persistent = 0
ignorehitpause = 1

[State 40, 4]
type = Varset
trigger1 = (prevstateno != [0,22])
var(33) = 0
persistent = 0
ignorehitpause = 1

[State 40, 1]
type = hitby
trigger1 = Time >= 0
value = SCA ,AA ,AP
time = 1

;================================================================================
[State 40, 1]
type = VarSet
trigger1 = Time = 0
Trigger2 = P2StateType=L
Trigger2 = (EnemyNear(floor(fvar(18))),backedgebodydist>20)&&(PrevStateNo=100&&(P2BodyDist X*fvar(8)=[-6,60]))
sysvar(1) = 0

[State 40]
type = VarSet
TriggerAll=!Time
Trigger1 = P2Movetype=H&&P2StateType!=L
Trigger2 = P2BodyDist X>0
Trigger3 = P2StateType=L
Trigger3 = (EnemyNear(floor(fvar(18))),backedgebodydist<20)||(PrevStateNo=100&&(P2BodyDist X*fvar(8)=[-6,60]))=0
Trigger4 = fvar(38)=3||fvar(38)=-5
Trigger5 = StateNo=100&&(P2BodyDist X*fvar(8)=[100,180])
Trigger6 = InGuardDist
sysvar(1) = 1

[State 40]
type = VarSet
TriggerAll=AnimTime = 0
Trigger1 = P2StateType=L
sysvar(1) = -1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 40, 1]
type = VarSet
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12
sysvar(0) = -1

[State -2]
type = turn
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12
ignorehitpause = 1
persistent = 0

;================================================================================

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno != 100
trigger1 = prevstateno != 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 230||(helper(780+id),sysvar(0)&&(prevstateno=[200,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 230||(helper(780+id),sysvar(0)&&(prevstateno=[200,239])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

[State 40, 4]
type = varset
triggerall = time = 0
trigger1 = command = "highjump"
var(12) = 1

[State 40, 4]
type = velset
trigger1 = var(12) = 0
trigger1 = animtime = 0
y = const(velocity.jump.y)

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-3

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 0.75

[State 40, 4]
type = veladd
trigger1 = var(12) = 1
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -0.75

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno=11||var(34)
trigger1 = animtime = 0
trigger1 = sysvar(1)=1
x = 2.5

[State 100, 1]
type = veladd
trigger1 = var(12) = 0
trigger1 = palno=11||var(34)
trigger1 = animtime = 0
trigger1 = sysvar(1)=-1
x = -2.5

[State 50, 2]
type = varset
trigger1 = AnimTime = 0
trigger1 = sysvar(1) = -1
var(15) = 0

[State 40, 4]
type = varset
trigger1 = animtime = 0
var(17) = 0

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

; Stand to Crouch
[Statedef 10]
type    = C
physics = C
;anim = 10

[State 20];ެߐ
Type = ChangeState
value = 0
ctrl=1
TriggerAll=var(59)>0
trigger1 = time = 0 

[State 20, 4] 
type = ChangeAnim 
trigger1 = time = 0 
value = 10

[State 10, 1]
type = VelMul
trigger1 = Time = 0
x = .75

[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
[StateDef 10000]
anim=9999
ctrl=0

[State 825]
type = assertspecial
trigger1 = 1
flag = invisible

[State 10000,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State 10000,vC[]
Type = Varset
Trigger1=command="a"&&root,command="a"
Trigger2=command="b"&&root,command="b"
Trigger3=command="c"&&root,command="c"
Trigger4=command="x"&&root,command="x"
Trigger5=command="y"&&root,command="y"
Trigger6=command="z"&&root,command="z"
Trigger7=command="start"&&root,command="start"
Trigger8=command="fwd"&&root,command="fwd"
Trigger9=command="back"&&root,command="back"
Trigger10=command="up"&&root,command="up"
Trigger11=command="down"&&root,command="down"
var(59)=-1

[State 10000,vC[]
type=parentvarset
Trigger1=command="a"&&root,command="a"
Trigger2=command="b"&&root,command="b"
Trigger3=command="c"&&root,command="c"
Trigger4=command="x"&&root,command="x"
Trigger5=command="y"&&root,command="y"
Trigger6=command="z"&&root,command="z"
Trigger7=command="start"&&root,command="start"
Trigger8=command="fwd"&&root,command="fwd"
Trigger9=command="back"&&root,command="back"
Trigger10=command="up"&&root,command="up"
Trigger11=command="down"&&root,command="down"
var(59)=-1

[State 10000,]
Type = DestroySelf
TriggerAll=isHelper
Trigger1=root,var(59)!=0||var(59)=-1
Trigger2=command="a"&&root,command="a"
Trigger3=command="b"&&root,command="b"
Trigger4=command="c"&&root,command="c"
Trigger5=command="x"&&root,command="x"
Trigger6=command="y"&&root,command="y"
Trigger7=command="z"&&root,command="z"
Trigger8=command="start"&&root,command="start"
Trigger9=command="fwd"&&root,command="fwd"
Trigger10=command="back"&&root,command="back"
Trigger11=command="up"&&root,command="up"
Trigger12=command="down"&&root,command="down"

[State 10000,AI׸ON]
Type=varset
TriggerAll=var(59)!=-1
Trigger1=root,command="a"
Trigger2=root,command="b"
Trigger3=root,command="c"
Trigger4=root,command="x"
Trigger5=root,command="y"
Trigger6=root,command="z"
Trigger7=root,command="start"
Trigger8=root,command="fwd"&&roundstate=2
Trigger9=root,command="back"&&roundstate=2
Trigger10=root,command="up"&&roundstate=2
Trigger11=root,command="down"&&roundstate=2
var(59)=1


;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;ʒ[wp[
;-------------------------------------------------------------------------------


[Statedef 50000]
Type = A
Ctrl = 0
Anim = 9999
Velset = -5,0
Movetype = I
Physics = N
Sprpriority = 1

[state 50000]
Type=Projectile
Trigger1 = time=0
Velocity = -5,0
ProjID = 50000+root,id
Projanim = 9999
Offset = 0,0
projstagebound = 0
Projedgebound = 100000
Projremovetime = -1
[state 50000]
type = velset
Trigger1 = !Root,NumProjID(50000+root,id)
Trigger1 = time>0
x=0
y=0

[State -2];K
type = varset
trigger1 = Root,NumHelper(1180)>0
trigger1 = helper(1180),StateNo=1181
trigger1 = helper(1180),Time<4+8*(helper(1180),var(10))
trigger2 = Root,NumHelper(1181)>0
trigger2 = helper(1181),StateNo=1181
trigger2 = helper(1181),Time<4+8*(helper(1181),var(10))
var(30) = 1
ignorehitpause = 1

[State -2];K
type = varset
trigger1 = Root,NumHelper(1180)>0
trigger1 = helper(1180),StateNo=1181
trigger1 = helper(1180),Time>16+8*(helper(1180),var(10))
trigger2 = Root,NumHelper(1181)>0
trigger2 = helper(1181),StateNo=1181
trigger2 = helper(1181),Time>16+8*(helper(1181),var(10))
trigger3 = !(Root,NumHelper(1180))&&!(Root,NumHelper(1181))
var(30) = 0
ignorehitpause = 1

[State -2];GB
type = varset
trigger1 = NumEnemy=1
trigger1 = P2StateNo=[150,155]
fvar(0) = 30
ignorehitpause = 1
[State -2];GB
type = varadd
trigger1 = NumEnemy=1
trigger1 = fvar(0)>0 
trigger1 = P2StateNo!=[150,155]
fvar(0) = -1
ignorehitpause = 1